Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Astromancy Archive (with Guardian minor property)
rare
SJ-DC-ROTU-01 (Author's run)
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Guardian property. The blood red orb pulses and whispers slurping tentacle sound in the bearer’s mind when it senses danger, granting +2 initiative.
Mini damselfly spaceship figurine (Figurine of wondrous power, Ebony fly)
rare
SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue)(Author's run)
Show
Notes:
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Wand of fireballs (Temperate Minor Property)
rare
SJ-DC-ROTU-01 Chapter 2: Prelude to Finality
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property.
Ring of Spell Storing
rare
Trade Log
Show
Dragon's Glory (Staff of striking with the sentinel property detecting aberrations)
rare
SJ-DC-ROTU-05 Chapter 5: Return of the Unknown I
Show
Notes:
Staff, very rare (requires attunement)
This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares green.
Instrument of the Bards (Doss Lute)
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Wings of flying
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Animated Shield (Shield +3)
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Notes:
Ring of Resistance (Acid)
• Wand of Polymorph
• Staff of Withering
• Longbow +2
• Horn of Blasting
Ring of Acid Resistance
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Staff of Withering
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Longbow +2
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Horn of Blasting
rare
DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix)
Show
Scale Armor of Psychic Resistance
rare
CCC-TRI-21 YUL1-6 Rifts of Madness
Show
Notes:
You have resistance to one type of damage while you wear this armor. This damage type is psychic. This armor is made out of an organic hardened resin similar to amber.
When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening.
Gloves of Mechanus (Gauntlets of Flaming Fury)
rare
SJ-DC-PANDORA-JWEI-3B
Show
Notes:
Wondrous Item, rare
Flavor
This mechanical glove is forged in Mechanus. Any nonmagical weapon that you grasp with this glove is treated as a magic weapon. As a bonus action, you can activate this glove, causing the cogs to whir and sparks to be ignited which creates magical flames that envelop one of two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn.
Horn of Valhalla (Brass)
rare
CCC-GAD02-03 Arena of Champions
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points.
Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Necklace of Prayer Beads
rare
DDAL-DRW-06 Thimblerigging
Show
Notes:
Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)
Curing, Windwalk, Favor, Blessing
Ioun Stone of Vitality
rare
DDAL-DRW-06 Thimblerigging
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge
and prophecy revered on some worlds. Many types of Ioun
stone exist, each type a distinct combination of shape and
color.
When you use an action to toss one of these stones into
the air, the stone orbits your head at a distance of 1d3 feet
and confers a benefit to you. Thereafter, another creature
must use an action to grasp or net the stone to separate it
from you, either by making a successful attack roll against
AC 24 or a successful DC 24 Dexterity (Acrobatics) check.
You can use an action to seize and stow the stone, ending
its effect.
A stone has AC 24, 10 hit points, and resistance to all
damage. It is considered to be an object that is being worn
while it orbits your head.
Vitality. You gain a +1 bonus to death saving throws
while this luminous green-and-blue marbled sphere orbits
your head.
Portable Hole
rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
Chloe's Necklace of Songs and Memories (Necklace of Prayer Beads with minor Guardian Property)
rare
FR-DC-PANDORA-JWEI-05 (Playtest)
Show
Notes:
Wondrous Item, rare
Flavor
Chloe’s Necklace of Songs and Memories is a necklace of prayer beads with the Harmonious property. It has six lockets strung through with a small chain, forming a necklace. Each locket contains a tiny piece of Chloe’s soul within. The flavors of this necklace is only enabled if the attuned character has the story award, ‘Chloe’s Gratitude’.
Harmonious Property. The characters hear Chloe singing for them for 1 minute. They are attuned to the item at the end of Chloe's singing.
Bead One (Blessing). When used, the characters under the bless effect can hear Chloe’s final song, which was sung for Lucas, in their mind.
Bead Two (Blessing). When used, the characters under the bless effect can see Chloe’s visage dancing and singing a cheerful song for them.
Bead Three (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a three year old girl and her father standing in front of a tomb.
Bead Four (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a four year old girl giving her best in a singing session. Her father is her audience. They were very happy.
Bead Five (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a five year old girl crying after failing her first performance. Her father comforts her with a hug.
Bead Six (Summons). When used, a beautiful song begins echoing around you, calling forth the help of a planar ally. On the chance that a hollyphant is selected as the summon, the characters see a smaller version of Chloe appearing instead. Chloe uses the hollyphant stat block. She tells them that she sometimes sings for Milil!!
Dragontooth Dagger
rare
DDAL-DRW04 Foreign Affairs
Show
Notes:
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Astromancy Archive (with Guardian minor property) | rare | SJ-DC-ROTU-01 (Author's run) | Show | |||
Notes:
Wondrous item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Augury, Divination, Find the Path, Foresight, Locate Creature, and Locate Object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. Guardian property. The blood red orb pulses and whispers slurping tentacle sound in the bearer’s mind when it senses danger, granting +2 initiative. |
||||||
Mini damselfly spaceship figurine (Figurine of wondrous power, Ebony fly) | rare | SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue)(Author's run) | Show | |||
Notes:
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. |
||||||
Wand of fireballs (Temperate Minor Property) | rare | SJ-DC-ROTU-01 Chapter 2: Prelude to Finality | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property. |
||||||
Ring of Spell Storing | rare | Trade Log | Show | |||
Dragon's Glory (Staff of striking with the sentinel property detecting aberrations) | rare | SJ-DC-ROTU-05 Chapter 5: Return of the Unknown I | Show | |||
Notes:
Staff, very rare (requires attunement) |
||||||
Instrument of the Bards (Doss Lute) | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Wings of flying | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Animated Shield (Shield +3) | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Notes:
Ring of Resistance (Acid) |
||||||
Ring of Acid Resistance | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Staff of Withering | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Longbow +2 | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Horn of Blasting | rare | DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) | Show | |||
Scale Armor of Psychic Resistance | rare | CCC-TRI-21 YUL1-6 Rifts of Madness | Show | |||
Notes:
You have resistance to one type of damage while you wear this armor. This damage type is psychic. This armor is made out of an organic hardened resin similar to amber. When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening. |
||||||
Gloves of Mechanus (Gauntlets of Flaming Fury) | rare | SJ-DC-PANDORA-JWEI-3B | Show | |||
Notes:
Wondrous Item, rare Flavor |
||||||
Horn of Valhalla (Brass) | rare | CCC-GAD02-03 Arena of Champions | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. |
||||||
Necklace of Prayer Beads | rare | DDAL-DRW-06 Thimblerigging | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, Curing, Windwalk, Favor, Blessing |
||||||
Ioun Stone of Vitality | rare | DDAL-DRW-06 Thimblerigging | Show | |||
Notes:
An Ioun stone is named after Ioun, a god of knowledge When you use an action to toss one of these stones into A stone has AC 24, 10 hit points, and resistance to all Vitality. You gain a +1 bonus to death saving throws |
||||||
Portable Hole | rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, Rare The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
||||||
Chloe's Necklace of Songs and Memories (Necklace of Prayer Beads with minor Guardian Property) | rare | FR-DC-PANDORA-JWEI-05 (Playtest) | Show | |||
Notes:
Wondrous Item, rare Flavor Harmonious Property. The characters hear Chloe singing for them for 1 minute. They are attuned to the item at the end of Chloe's singing. Bead One (Blessing). When used, the characters under the bless effect can hear Chloe’s final song, which was sung for Lucas, in their mind. Bead Two (Blessing). When used, the characters under the bless effect can see Chloe’s visage dancing and singing a cheerful song for them. Bead Three (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a three year old girl and her father standing in front of a tomb. Bead Four (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a four year old girl giving her best in a singing session. Her father is her audience. They were very happy. Bead Five (Favor). When used, the character affected by the greater restoration spell from this bead sees an image of a five year old girl crying after failing her first performance. Her father comforts her with a hug. Bead Six (Summons). When used, a beautiful song begins echoing around you, calling forth the help of a planar ally. On the chance that a hollyphant is selected as the summon, the characters see a smaller version of Chloe appearing instead. Chloe uses the hollyphant stat block. She tells them that she sometimes sings for Milil!! |
||||||
Dragontooth Dagger | rare | DDAL-DRW04 Foreign Affairs | Show | |||
Notes:
Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |