Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
đ Belt of Stone Giant Strength
very_rare
DRW-14 The City That Should Not Be
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Notes:
Belt of Stone Giant Strength
Wonderous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord.
While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
đ Rod of the Pact Keeper, +3
very_rare
DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3
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Notes:
Rod of the Pact Keeper, +3
Rod, very rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest.
đ Ring of Regeneration
very_rare
DRW-15 Frozen Whispers
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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 doesnât 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 thatâs 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.
âď¸Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
CCC-BMG MOON 15-3 Fallen Wonder
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Notes:
Staff of the Magi
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical powerâand all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
âď¸Gray Robe of the Archmagi
legendary
DDAL00-03 Those that came Before
CCC-BMG MOON 15-3 Fallen Wonder
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Notes:
Gray Robe of the Archmagi
Wondrous item, legendary (requires attunement by a
sorcerer, wizard, or warlock)
Originally crafted during the height of the Netherese
Empire, this robe is a warm gray color and very
plush. It is stitched with silver thread and the back is
covered by Rhaugilathâs arcane sigil mixed with the
sign of Mystryl.
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe:
If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
âď¸ Ioun Stone of Mastery
legendary
DDAL-DRW-EP-04 Tears Amoung the Stars
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Notes:
Ioun Stone of Mastery
Wondrous item, legendary (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.
Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.
đ Woe (Longsword)
unique
DRW-16 Uprising
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Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymicâs urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woeâs bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as â60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw âBright light enrages me.â
đ Discord (plate)
unique
DRW-15 Frozen Whispers
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Notes:
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can't be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as -60 degrees Fahrenheit.
Name | Rarity ▲ | Location | Table | Result | Source | |
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đ Belt of Stone Giant Strength | very_rare | DRW-14 The City That Should Not Be | Show | |||
Notes:
Belt of Stone Giant StrengthWonderous Item, Very Rare (Requires Attunement) This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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đ Rod of the Pact Keeper, +3 | very_rare | DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3 | Show | |||
Notes:
Rod of the Pact Keeper, +3 Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival. While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest. |
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đ Ring of Regeneration | very_rare | 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 doesnât 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 thatâs 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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âď¸Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | CCC-BMG MOON 15-3 Fallen Wonder | Show | ||
Notes:
Staff of the MagiStaff, legendary (requires attunement by a sorcerer, warlock, or wizard) Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical powerâand all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly light and easy to use. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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âď¸Gray Robe of the Archmagi | legendary | DDAL00-03 Those that came Before | CCC-BMG MOON 15-3 Fallen Wonder | Show | ||
Notes:
Gray Robe of the ArchmagiWondrous item, legendary (requires attunement by a Originally crafted during the height of the Netherese This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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âď¸ Ioun Stone of Mastery | legendary | DDAL-DRW-EP-04 Tears Amoung the Stars | Show | |||
Notes:
Ioun Stone of MasteryWondrous item, legendary (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. Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head. |
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đ Woe (Longsword) | unique | DRW-16 Uprising | Show | |||
Notes:
WoeWeapon (Longsword), Unique This blade, formed from Father Llymicâs urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woeâs bearer is presented with an opportunity to act violently, Woe heightens its urge to do so. You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as â60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw âBright light enrages me.â |
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đ Discord (plate) | unique | DRW-15 Frozen Whispers | Show | |||
Notes:
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can't be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as -60 degrees Fahrenheit. |