Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+2 amulet of the devout rare DDAL-DRW-11 - SHADOWS IN THE STACKS DDAL-DRW-11 - SHADOWS IN THE STACKS Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 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.

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.

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.

Arrow-catching shield rare DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP Show
Notes:

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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.

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.

Bracers of archery rare DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP Show
Notes:

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Bracers of Defense common DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

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.

Discord unique DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond
their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC.

In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

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.

Ioun Stone of Intellect very_rare DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE Show
Notes:

Requires Attunement

This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.

Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.

Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.

Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.

Manual of Quickness of Action very_rare HULB03-01 - WEAKNESS OF ROCK HULB03-01 - WEAKNESS OF ROCK Show
Notes:

Wondrous Item, very rare

This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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.

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.

Portable Hole rare DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE Show
Notes:

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Potion of Comprehension common DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Show
Notes:

Potion, Common
When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.

Potion of Invulnerability rare DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP Show
Notes:

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

Potion of Invulnerability rare DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Potion, Rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks
like liquefied iron.

Potion of Speed common DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Potion, Very Rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Unlocked Magic Items

Name ▲ Rarity Tier Location Table Result Source
Flame Tongue Longsword rare 2 DDAL-DRW-13 - NIGHT THIEVES DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 Show
Notes:

Weapon (Longsword), Rare (Requires Attunement)
This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water.
These patterns shift and change slowly over time.
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is
ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Googles of Night uncommon 2 DDAL-DRW-12 - TO WALK THE COLD DARK DDAL-DRW-12 - TO WALK THE COLD DARK Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Pearl of Power uncommon 2 DDAL-DRW-13 - NIGHT THIEVES DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This large freshwater pearl is set into a golden button.

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.

Wand of Winter rare 2 DDAL-DRW-12 - TO WALK THE COLD DARK DDAL-DRW-12 - TO WALK THE COLD DARK Show
Notes:

Wand, rare (requires attunement)

This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.

This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.