Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
đ Woe (Longsword)
unique
DRW-16 Uprising
Show
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
âď¸The Sixth Sword (+2 Rapier with Guardian minor property)
rare
Trade Log
Show
Notes:
The Sixth Sword (+2 Rapier with Guardian minor property)
Weapon, rare
This is one of marilith SâShenethâRahâs six swords. In battle she was known for her tactical superiority and quick striking.
Through years of use, some of her essence became imbued into the swordâs magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position.
As a result of this, the wielder gains a +2 bonus to initiative.
âď¸ The Night Queenâs Eyes (goggles of night)
uncommon
Purchase Log
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Notes:
The Night Queenâs Eyes
Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive othersâ faces as sinister countenances.
Goggles of Night
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet.
If you already have darkvision, wearing the goggles increases its range by 60 feet.
âď¸Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
CCC-BMG MOON 15-3 Fallen Wonder
Show
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¸ Shield +1
uncommon
Purchase Log
Show
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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
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
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.
đ Ring of Protection
rare
Purchase Log
Show
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring.
âď¸ Ring of Evasion
rare
DRW-16 Uprising
Show
Notes:
Ring of Evasion
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (8 orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moontouched 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.
âď¸ Portable Hole
rare
DRW-17 Expedition to the Supreme Forge
Show
Notes:
Portable Hole
Wounderous Item, (rare)
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while itâs 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 then closes. The gate is one-way only and can't be reopened.
đ Perl of power
uncommon
DDAL-DRW-13 Night Thieves
Show
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster)
This large freshwater pearl is set into a golden button
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.
â
Moon-touched Greatsword
common
DRW-17 Expedition to the Supreme Forge
Show
Notes:
Moon-touched Greatsword:
Weapon (greatsword), common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
đ Mantle of Spell Resistance
rare
DRW-11 Shadows in the Stacks
Show
Notes:
You have advantage on saving throws against spells while you wear this cloak.
đ Knaveâs Eye Patch
rare
DDAL-DRW-EP-04 Tears Amoung the Stars
Show
Notes:
Knaveâs Eye Patch
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
âď¸ Ioun Stone of Mastery
legendary
DDAL-DRW-EP-04 Tears Amoung the Stars
Show
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 Ioun Stone of Intellect
very_rare
DRW-17 Expedition to the Supreme Forge
Show
Notes:
Ioun Stone of Intellect
Wondrous item, very rare (requires attunement)
This translucent green stone came from the Far Realm.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
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.
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 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.
đ Flame Tongue
rare
DDAL-DRW-13 Night Thieves
Show
Notes:
Weapon (longsword), rare Attunement
This crucible steel blade is covered in a distinctive pattern of banding and motteling reminiscent of flowing water. These patterns schift and change slowly over time.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
âď¸ Flail +1
uncommon
DDHC-CM-01 The Joy of Extradimensional Spaces
Show
Notes:
An enchanted book on a chain, originally part of an animated chained library. The book title reads "Martial Attack Techniques".
Flail +1
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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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âď¸The Sixth Sword (+2 Rapier with Guardian minor property) | rare | Trade Log | Show | |||
Notes:
The Sixth Sword (+2 Rapier with Guardian minor property)Weapon, rareThis is one of marilith SâShenethâRahâs six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the swordâs magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative. |
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âď¸ The Night Queenâs Eyes (goggles of night) | uncommon | Purchase Log | Show | |||
Notes:
The Night Queenâs EyesOnce belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive othersâ faces as sinister countenances. Goggles of NightWondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. |
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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¸ Shield +1 | uncommon | Purchase Log | Show | |||
Notes:
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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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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đ Ring of Protection | rare | Purchase Log | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws while wearing this ring. |
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âď¸ Ring of Evasion | rare | DRW-16 Uprising | Show | |||
Notes:
Ring of EvasionRing, Rare (Requires Attunement) Crafted for the Red Wizards, this ring bears their symbol (8 orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moontouched 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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âď¸ Portable Hole | rare | DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Portable Hole The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while itâs 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 then closes. The gate is one-way only and can't be reopened. |
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đ Perl of power | uncommon | DDAL-DRW-13 Night Thieves | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn. |
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â Moon-touched Greatsword | common | DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Moon-touched Greatsword: The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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đ Mantle of Spell Resistance | rare | DRW-11 Shadows in the Stacks | Show | |||
Notes:
You have advantage on saving throws against spells while you wear this cloak. |
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đ Knaveâs Eye Patch | rare | DDAL-DRW-EP-04 Tears Amoung the Stars | Show | |||
Notes:
Knaveâs Eye PatchWondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. |
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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 Ioun Stone of Intellect | very_rare | DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Ioun Stone of Intellect This translucent green stone came from the Far Realm. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. 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. |
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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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đ Flame Tongue | rare | DDAL-DRW-13 Night Thieves | Show | |||
Notes:
Weapon (longsword), rare Attunement You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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âď¸ Flail +1 | uncommon | DDHC-CM-01 The Joy of Extradimensional Spaces | Show | |||
Notes:
An enchanted book on a chain, originally part of an animated chained library. The book title reads "Martial Attack Techniques". Flail +1 weapon (flail), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. |
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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. |