Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Moon-Touched Sword common DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE Show
Notes:

Weapon (Greatsword), Common

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Potion of Superior Healing rare DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE Show
Notes:

You regain 8d4 + 8 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.

Potion of Superior Healing common DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE Show
Notes:

You regain 8d4 + 8 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.

Miltiades’s Shield (Shield +3) very_rare CCC-BMG-13 PHLAN1-1 Sepulture D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience.

While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Anstruth harp very_rare DDAL-DRW-18-AGAINST THE MACHINE DDAL-DRW-18-AGAINST THE MACHINE Show
Notes:

Instrument of the Bards (Anstruth Harp)
Wondrous Item, Very Rare (Requires Attunement by a Bard)

The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spell Scroll of Silence (2nd) uncommon DDAL-DRW-18-AGAINST THE MACHINE DDAL-DRW-18-AGAINST THE MACHINE Show
Notes:

Scroll, uncommon

Save DC 13, Attack Bonus +5

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 read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

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.

A Wizard spell on a Spell Scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a Spell Scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Efreeti Chain legendary DDAL07-15-Streams of Crimson DDAL07-15-Streams of Crimson Show
Notes:

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.

Tome of Leadership and Influence very_rare CCCROZK01-02 Zhentarim's Lament D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Wondrous item, very rare

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Vorpal Sword legendary DDAL07-16 Pools of Cerulean DDAL07-16 Pools of Cerulean Show
Notes:

Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it’s immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles. This item can be found in the Dungeon Master’s Guide.

Cap of Water Breathing uncommon DDAL07-17-Cauldron of Sapphire DDAL07-17-Cauldron of Sapphire Show
Notes:

Wondrous Item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Arrows +2 (5) rare DDAL07-17-Cauldron of Sapphire DDAL07-17-Cauldron of Sapphire Show
Notes:

Weapon (arrow), rare
This item can be found in the Dungeon Master’s Guide.

Scarab of Protection legendary DDAL07-18 Turn Back the Endless Night DDAL07-18 Turn Back the Endless Night Show
Notes:

Wondrous Item, legendary (requires attunement)

If you hold this jaculi-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect
originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned. This item can be found in the Dungeon Master’s Guide.

Spell Scroll of Mass Heal legendary DDAL07-18 Turn Back the Endless Night DDAL07-18 Turn Back the Endless Night Show
Notes:

Scroll, legendary

Save DC 19, Attack Bonus +11

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 read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

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.

A Wizard spell on a Spell Scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a Spell Scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Boots of Levitation rare DDAL 10-08 - Pensamentos Voláteis Trade Log Show
Notes:

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Amulet of the Devout +3 very_rare BMG-DRW-OD-06 - We Almost Had It All Trade Log Show
Notes:

Wondrous item, very rare (+3) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Sword of the Planes (Longsword) legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.1 Trade Log Show
Notes:

Weapon (Long Sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.

Unlocked Magic Items