Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
✅ 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.

🏠Bracers of Archery uncommon DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3 Show
Notes:

Bracers of Archery
Wondrous item, uncommon (requires attunement)

These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

🏠Bloodwell Vial +1 uncommon Purchase Log Show
Notes:

To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.

🏠 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.

☑️ 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.

☑️ The Night Queen’s Eyes (goggles of night) uncommon Purchase Log Show
Notes:

The Night Queen’s Eyes

Once belonging to an archfeyknown as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ 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.

☑️ 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.

☑️ Bracers of Defense rare DRW-14 The City That Should Not Be Show
Notes:

Bracers of Defense

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield

🏠 Knave’s Eye Patch rare DDAL-DRW-EP-04 Tears Amoung the Stars Show
Notes:

Knave’s 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.

🏠 Ring of Protection rare Purchase Log Show
Notes:

You gain a +1 bonus to AC and saving throws while wearing this ring.

🏠 Bracers of Defense rare CCC-BMG-17 ELM1-2 The Lost Sanctum Show
Notes:

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.

🏠 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.

🏠 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.

☑️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 S’Sheneth’Rah’s 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 sword’s 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.

🏠Arrow-Catching Shield rare DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3 Show
Notes:

Arrow-Catching Shield
Armor (shield), rare (requires attunement)

This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

☑️ 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.

☑️ 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 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 then closes. The gate is one-way only and can't be reopened.

🏠 Cloak of Arachniada very_rare DDAL-DRW-EP-04 Tears Amoung the Stars Show
Notes:

Cloak of Arachnida

Wondrous item, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.

🏠 Anstruth Harp very_rare DRW-18 Against the Machine Show
Notes:

Anstruth Harp

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 the 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 its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), 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.

🏠 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.