Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
Necklace of Prayer Beads
rare
DDAL-DRW-06 - Thimblerigging - Parte 2
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Stonespeaker Crystal
rare
DDAL-DRW-07 - Moment of Peace
DDAL-DRW-07 - Moment of Peace - Parte Única
Show
Notes:
Wondrous Item, rare (requires attunement)
Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
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.
Spell Scroll 5th (Synaptic Static)
very_rare
PO-BK 02-09 / Star Crash
PO-BK 02-09 / Star Crash
Show
Notes:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Manual of Bodily Health
very_rare
CCC-QCC2017- Delusions of Grandeur, Dreams of Revenge
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Wondrous item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.
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.
Potion of Supreme Healing
very_rare
Purchase Log
Show
Notes:
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
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.
Robe of Stars
very_rare
PO-BK 02-08 / Straight Through the Heart
PO-BK 02-08 / Straight Through the Heart
Show
Notes:
Wondrous item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
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.
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.
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.
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.
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.
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
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| Necklace of Prayer Beads | rare | DDAL-DRW-06 - Thimblerigging - Parte 2 | Show | |||
|
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. |
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| Stonespeaker Crystal | rare | DDAL-DRW-07 - Moment of Peace | DDAL-DRW-07 - Moment of Peace - Parte Única | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever. |
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| 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. |
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| Spell Scroll 5th (Synaptic Static) | very_rare | PO-BK 02-09 / Star Crash | PO-BK 02-09 / Star Crash | Show | ||
|
Notes:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. |
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| Manual of Bodily Health | very_rare | CCC-QCC2017- Delusions of Grandeur, Dreams of Revenge | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Wondrous item, very rare |
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| 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. |
||||||
| Potion of Supreme Healing | very_rare | Purchase Log | Show | |||
|
Notes:
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
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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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| Robe of Stars | very_rare | PO-BK 02-08 / Straight Through the Heart | PO-BK 02-08 / Straight Through the Heart | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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| 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. |
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| 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. |
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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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| 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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| 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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| 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 |
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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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