Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
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.
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.
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).
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.
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.
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
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 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.
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
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.
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.
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.
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.
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| 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. |
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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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| 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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| 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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| 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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| 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 |
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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 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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| 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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