Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
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.

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 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.

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.

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.

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.

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.

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 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.

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.

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).

Wand of Pyrotechnics common D&D Weekends DDAL10-05 A Blight In the Darkness Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Source: XGE, page 140

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.

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.

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.

Unlocked Magic Items