Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
🏠Woe (Longsword)
unique
DRW-16 Uprising
Show
Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woe’s 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 −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”
🏠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.
☑️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 power—and 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 × 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
☑️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 Rhaugilath’s 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.
☑️ 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.
🏠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 can’t use this property again until you finish a long rest.
🏠 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.
🏠 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.
🏠Belt of Stone Giant Strength
very_rare
DRW-14 The City That Should Not Be
Show
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.
🏠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 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.
🏠 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.
🏠 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.
☑️ 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
☑️ 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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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🏠Woe (Longsword) | unique | DRW-16 Uprising | Show | |||
Notes:
WoeWeapon (Longsword), Unique This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woe’s 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 −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.” |
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🏠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. |
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☑️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 power—and 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 × 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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☑️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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☑️ 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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🏠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 can’t use this property again until you finish a long rest. |
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🏠 Anstruth Harp | very_rare | DRW-18 Against the Machine | Show | |||
Notes:
Anstruth HarpWondrous 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. |
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🏠 Cloak of Arachniada | very_rare | DDAL-DRW-EP-04 Tears Amoung the Stars | Show | |||
Notes:
Cloak of ArachnidaWondrous 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. |
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🏠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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🏠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 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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🏠 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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🏠 Knave’s Eye Patch | rare | DDAL-DRW-EP-04 Tears Amoung the Stars | Show | |||
Notes:
Knave’s 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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🏠 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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🏠 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. |
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🏠 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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🏠 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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☑️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 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. |
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🏠Arrow-Catching Shield | rare | DRW-EP03 - When the Lights Went Out in Candlekeep - Tier 3 | Show | |||
Notes:
Arrow-Catching Shield 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. |
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☑️ Bracers of Defense | rare | DRW-14 The City That Should Not Be | Show | |||
Notes:
Bracers of DefenseWondrous 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 |
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☑️ 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. |