Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Ring of Regeneration
very_rare
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Ring, Very Rare (Requires Attunement)
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time..
Yellow Fungi (Ghost Step Tattoo with the Delver Property)
very_rare
SJ-DC-PANDORA-JWEI-03 (Playtest)
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Flavor
This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network.
Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk)
very_rare
SJ-DC-PANDORA-JWEI-04A (Playtest)
Show
Notes:
Flavor. When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.
Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.
Ring of Evasion
very_rare
DDAL-DRW-16 Uprising
Show
Notes:
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Piper’s Guzheng (Anstruth Harp with minor Guardian property)
very_rare
SJ-DC-ZODIAC-14-01 Fortune’s Favor
Show
Notes:
The dark wooden harp is decorated with the animals of the zodiacs chasing in sequential order behind a mouse wearing a crown; the strings radiate a luminescent silver that reflects the stars.
Guardian. The item sings a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property
very_rare
Trade Log
Show
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This translucent green stone came from the Far Realm.
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.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Instrument of the Bards (Anstruth Harp)
very_rare
DDAL-DRW-18 Against the Machine
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Bow of Melodies Longbow
very_rare
Trade Log
Show
Notes:
Weapon (any bow), very rare (requires attunement)
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack.
Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Cape of the Monte Back
very_rare
DDAL-DRW-05 Uncertain Scrutiny
Show
Staff of Frost
very_rare
DDAL-DRW-05 Uncertain Scrutiny
Show
Purple Wyvernhide Belt (Dragonhide belt, +3 with Guardian Property)
very_rare
FR-DC-JWEI-PANDORA-06 Episode VI: The Eternals
Show
Notes:
Wondrous Item, varies (requires attunement by a Monk)
Flavor
This dragonhide belt is made from the scales of the ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.
Ring of Telekinesis
very_rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Twilight's Circlet (Watchful Helm with minor Language property)
very_rare
SJ-DC-PHP-POLAR-01 Folly Undone
Show
Balagos' Belt (Dragonhide Belt +3)
very_rare
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous item, very rare (requires attunement by a monk)
This crimson belt has the appearance of a knight's sash. It is made from the hide of Balagos' wing.
Harmonious. Attuning to this item takes only 1 minute.
Blade of Medusa (Longsword)
very_rare
staff of thunder and lightning
Trade Log
Show
Staff of Thunder and Lightning
very_rare
Trade Log
Show
Robe of Scintillating Colours
very_rare
Trade Log
Show
Cloak of Arachnida (with minor Guardian property)
very_rare
DDAL09-12 The Breath of Life
Show
Dwarven Plate
very_rare
Trade Log
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Regeneration | very_rare | DDAL-DRW-15 Frozen Whispers | Show | |||
Notes:
Ring, Very Rare (Requires Attunement) This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.. |
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Yellow Fungi (Ghost Step Tattoo with the Delver Property) | very_rare | SJ-DC-PANDORA-JWEI-03 (Playtest) | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network. |
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Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) | very_rare | SJ-DC-PANDORA-JWEI-04A (Playtest) | Show | |||
Notes:
Flavor. When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear. Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form. |
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Ring of Evasion | very_rare | DDAL-DRW-16 Uprising | Show | |||
Notes:
Ring, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
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Piper’s Guzheng (Anstruth Harp with minor Guardian property) | very_rare | SJ-DC-ZODIAC-14-01 Fortune’s Favor | Show | |||
Notes:
The dark wooden harp is decorated with the animals of the zodiacs chasing in sequential order behind a mouse wearing a crown; the strings radiate a luminescent silver that reflects the stars. Guardian. The item sings a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Manthor "Vow of the Forest" (Scimitar of Speed with minor Guardian property | very_rare | Trade Log | Show | |||
Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement) 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. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. |
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Instrument of the Bards (Anstruth Harp) | very_rare | DDAL-DRW-18 Against the Machine | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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Bow of Melodies Longbow | very_rare | Trade Log | Show | |||
Notes:
Weapon (any bow), very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you’re proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. |
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Cape of the Monte Back | very_rare | DDAL-DRW-05 Uncertain Scrutiny | Show | |||
Staff of Frost | very_rare | DDAL-DRW-05 Uncertain Scrutiny | Show | |||
Purple Wyvernhide Belt (Dragonhide belt, +3 with Guardian Property) | very_rare | FR-DC-JWEI-PANDORA-06 Episode VI: The Eternals | Show | |||
Notes:
Wondrous Item, varies (requires attunement by a Monk) |
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Ring of Telekinesis | very_rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Twilight's Circlet (Watchful Helm with minor Language property) | very_rare | SJ-DC-PHP-POLAR-01 Folly Undone | Show | |||
Balagos' Belt (Dragonhide Belt +3) | very_rare | FR-DC-BG The Flying Flame | Show | |||
Notes:
Wondrous item, very rare (requires attunement by a monk) This crimson belt has the appearance of a knight's sash. It is made from the hide of Balagos' wing. Harmonious. Attuning to this item takes only 1 minute. |
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Blade of Medusa (Longsword) | very_rare | staff of thunder and lightning | Trade Log | Show | ||
Staff of Thunder and Lightning | very_rare | Trade Log | Show | |||
Robe of Scintillating Colours | very_rare | Trade Log | Show | |||
Cloak of Arachnida (with minor Guardian property) | very_rare | DDAL09-12 The Breath of Life | Show | |||
Dwarven Plate | very_rare | Trade Log | Show |