Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Cubic Gate legendary PO-BK 02-10 / A Grim and Ravenous Arrival PO-BK 02-10 / A Grim and Ravenous Arrival Show
Notes:

Wondrous item, legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to the Abyss, the Astral Plane, Avernus in the Nine Hells, the Far Realm, and the Plane of Earth. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

This item can be found in the Dungeon Master’s Guide.

Arrow of Slaying (Dragon) common PO-BK 02-10 / A Grim and Ravenous Arrival PO-BK 02-10 / A Grim and Ravenous Arrival Show
Notes:

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Potion of Dragon's Majesty legendary PO-BK 02-10 / A Grim and Ravenous Arrival PO-BK 02-10 / A Grim and Ravenous Arrival Show
Notes:

Potion, legendary

This potion looks like liquid gold, with a single scale from a chromatic, gem, or metallic dragon suspended in it. When you drink this potion, you transform into an adult dragon of the same kind as the dragon the scale came from. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, and memories. You can't use a dragon's Change Shape or its legendary or lair actions.

Potion of Vitality very_rare PO-BK 02-11 / Even Gods Can Die PO-BK 02-11 / Even Gods Can Die Show
Notes:

Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours.

Ring of Spell Turning legendary PO-BK 02-11 / Even Gods Can Die PO-BK 02-11 / Even Gods Can Die Show
Notes:

Requires Attunement

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Blessing of Magic Resistance common PS-DC-GLITCH-01-Roots, Bloody Roots PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2 Show
Notes:

You have advantage on saving throws against spells and other magical effects.

Death's Baton - Wand of Conducting (Minor Property - WarLeader) common PS-DC-GLITCH-01-Roots, Bloody Roots PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2 Show
Notes:

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Iron Horn Of Valhalla (Minor Property - WarLeader) legendary PS-DC-GLITCH-01-Roots, Bloody Roots PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2 Show
Notes:

Wondrous item, rarity varies

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.

d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-00 Iron 5d4 + 5 Proficiency with all martial weapons

If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Tethir's Cuirass: +3 full plate with the guardian minor property legendary PS-DC-LIGA 01 - Suldanessellar Afterlife PS-DC-LIGA 01 - Suldanessellar Afterlife Show
Notes:

Armor (heavy), legendary

You have a +3 bonus to AC while wearing this armor.

Guardian: Initiative +2

Potion of Heroism rare PS-DC-LIGA 01 - Suldanessellar Afterlife PS-DC-LIGA 01 - Suldanessellar Afterlife Show
Notes:

Potion, rare

For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

Blessing of Wound Closure unique PS-DC-LIGA 01 - Suldanessellar Afterlife PS-DC-LIGA 01 - Suldanessellar Afterlife Show
Notes:

This blessing grants you the benefits of a Periapt of Wound Closure: While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Clothes of Mending common PS-DC-LIGA 01 - Suldanessellar Afterlife PS-DC-LIGA 01 - Suldanessellar Afterlife Show
Notes:

Wondrous item, common

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Charlatan's Die common Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common (requires attunement)

Whenever you roll this six-sided die, you can control which number it rolls.

Bracers of Archery uncommon Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns Show
Notes:

Wondrous item, uncommon (requires attunement)

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.

Google's of Night common Winter Fantasy DDAL10-01 The Frozen North Show
Notes:

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.

Potion of Growth common Winter Fantasy DDAL10-01 The Frozen North Show
Notes:

When you drink this potion, you gain the “enlarge” Effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Pole of angling common Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

Unlocked Magic Items