Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Necklace of Prayer Beads (Blessing, Curing, Favor, Wind Walking)
rare
Sarkopharg in Shadow Tower
DDAL-DRW-06 THIMBLERIGGING - Part 1: Pretty in Purple
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Notes:
Necklace of Prayer Beads mit den Perlen für blessing, curing, favor und wind walking)
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace.
Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
NOOT SUIT (FISH SUIT)
very_rare
Traded from Rafael Dust
Trade Log
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Ring of Acid Resistance
rare
Worm Dung
DDHC-CM-16 Alkazaar's Appendix
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Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Ring of Spell Storing
rare
Traded with Darth
Trade Log
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Notes:
Ring of Spell Storing Stored Spells:
Shield (3x)
Healing Word (1d4+2, 1x)
Absorb Elements (1x)
Ring of Telekinesis
very_rare
Arkanoloth
Reward as a player (3/5): KotGV - Fire and Darkness
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Robe of Eyes
rare
Compartment in Floor
DDHC-CM The Scrivener's Tale
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Notes:
Robe of Eyes
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Rope of Climbing
uncommon
Traded from The Farmer
Trade Log
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Sage Signet (Lion)
very_rare
Traded from Fafnar Forgehammer
Trade Log
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Shield of the Uven Rune
very_rare
1st floor of waterdeep building
DDAL-DRW 04 Foreign Affairs - Part 3: The X marks the spot
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Notes:
Shield of the Uven Rune
Wondrous item, very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties:
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement.
It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
This item is found in Waterdeep: Dungeon of the Mad Mage.
Slippers of the Arachnomancer
uncommon
Looted from the Arachnomancer
CCC-MTL-03 House of Webs
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Notes:
Slippers of the Arachnomancer
Wondrous Item, uncommon (requires attunement)
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. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Spell Scroll of Wish (Consumable)
legendary
Dragon Hoard
DDHC-CM-16 Alkazaar's Appendix
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Staff of Withering
rare
Dragon Hoard
DDHC-CM-16 Alkazaar's Appendix
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Notes:
Staff of Withering
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
"Torch" Mace
common
Traded from Dextra Lane
Trade Log
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Wand of Polymorph
very_rare
Dragon Hoard
DDHC-CM-16 Alkazaar's Appendix
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Notes:
Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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 crumbles into ashes and is destroyed.
Winter Wolf Cloak
rare
Traded from Karim
Trade Log
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Notes:
Winter Wolf Cloak
Rare
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Necklace of Prayer Beads (Blessing, Curing, Favor, Wind Walking) | rare | Sarkopharg in Shadow Tower | DDAL-DRW-06 THIMBLERIGGING - Part 1: Pretty in Purple | Show | ||
Notes:
Necklace of Prayer Beads mit den Perlen für blessing, curing, favor und wind walking) Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. |
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NOOT SUIT (FISH SUIT) | very_rare | Traded from Rafael Dust | Trade Log | Show | ||
Ring of Acid Resistance | rare | Worm Dung | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Ring of Acid Resistance You have resistance to acid damage while wearing this ring. |
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Ring of Spell Storing | rare | Traded with Darth | Trade Log | Show | ||
Notes:
Ring of Spell Storing Stored Spells: |
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Ring of Telekinesis | very_rare | Arkanoloth | Reward as a player (3/5): KotGV - Fire and Darkness | Show | ||
Robe of Eyes | rare | Compartment in Floor | DDHC-CM The Scrivener's Tale | Show | ||
Notes:
Robe of Eyes This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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Rope of Climbing | uncommon | Traded from The Farmer | Trade Log | Show | ||
Sage Signet (Lion) | very_rare | Traded from Fafnar Forgehammer | Trade Log | Show | ||
Shield of the Uven Rune | very_rare | 1st floor of waterdeep building | DDAL-DRW 04 Foreign Affairs - Part 3: The X marks the spot | Show | ||
Notes:
Shield of the Uven Rune This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties: Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. |
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Slippers of the Arachnomancer | uncommon | Looted from the Arachnomancer | CCC-MTL-03 House of Webs | Show | ||
Notes:
Slippers of the Arachnomancer 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. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say. While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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Spell Scroll of Wish (Consumable) | legendary | Dragon Hoard | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Staff of Withering | rare | Dragon Hoard | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Staff of Withering This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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"Torch" Mace | common | Traded from Dextra Lane | Trade Log | Show | ||
Wand of Polymorph | very_rare | Dragon Hoard | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Wand of Polymorph This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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 crumbles into ashes and is destroyed. |
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Winter Wolf Cloak | rare | Traded from Karim | Trade Log | Show | ||
Notes:
Winter Wolf Cloak |