Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
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.
Winged Boots
uncommon
CCC-PDX-02 Amalgamation
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Wondrous, uncommon (requires attunement)
Attained from Arnfred Miruforge at his defeat. While you wear these boots, you have a fying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capacity for every 12 hours they aren’t in use.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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
| Name | Rarity | Location | Table ▼ | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| Winged Boots | uncommon | CCC-PDX-02 Amalgamation | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Wondrous, uncommon (requires attunement) Attained from Arnfred Miruforge at his defeat. While you wear these boots, you have a fying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capacity for every 12 hours they aren’t in use. |
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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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| 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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| 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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| 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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| 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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| 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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| 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. |
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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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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