Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Spellwrought Tattoo: Raise Dead rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

Spellwrought Tattoo: Raise Dead

Wondrous item (tattoo), rare

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Spell: Raise Dead
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Staff of Fate very_rare DDHC-CM The Canopic Being Show
Notes:

Staff of Fate
Staff, very rare (requires attunement)

This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.

If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.

a six-foot-long staff made of transparent crystal

Story Award Favor of Candlekeep common CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Story Award: Favor of Candlekeep

Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource.

Mass Cure Wounds
Destructive Wave
Summon Celestial

Story Award - Honorary Corps Member common CCC-TRI-10 Contact Show
Notes:

The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . .

Superior Healing Potion 2x common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

4d4+4

Watchful Helm very_rare DDHC-CM The Canopic Being Show
Notes:

Watchful Helm
Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

a shiny steel helm embossed with lidless eyes