Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
Clockwork Amulet
common
D&D Weekends
DDAL10-10 Enterrando o Passado
Show
Notes:
Wondrous item, common
Minor tier
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Source: XGE, page 137
CHIME OF OPENING
rare
D&D Weekends
DAL10-06 The Fallen Star
Show
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.
Cape of the Mountebank
rare
Trade Log
Show
Notes:
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
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.
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.
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.
Belt of Storm Giant Strength
legendary
DDAL06-03 - Crypt of the Death Giants
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Wondrous item, legendary (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
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.
Animated Shield
common
Trade Log
Show
Notes:
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Amethyst Lodestone
common
PO-BK 02-09 / Star Crash
PO-BK 02-09 / Star Crash
Show
Notes:
Wondrous item, very rare (requires attunement)
This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.
The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| Clockwork Amulet | common | D&D Weekends | DDAL10-10 Enterrando o Passado | Show | ||
|
Notes:
Wondrous item, common When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. Source: XGE, page 137 |
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| CHIME OF OPENING | rare | D&D Weekends | DAL10-06 The Fallen Star | Show | ||
| 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. |
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| Cape of the Mountebank | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |
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| 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. |
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| 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. |
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| 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. |
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| Belt of Storm Giant Strength | legendary | DDAL06-03 - Crypt of the Death Giants | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Wondrous item, legendary (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. |
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| Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
|
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |
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| 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. |
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| Animated Shield | common | Trade Log | Show | |||
|
Notes:
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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| Amethyst Lodestone | common | PO-BK 02-09 / Star Crash | PO-BK 02-09 / Star Crash | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18). |
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