Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Spell Scroll of Gate
very_rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
☐ Spell Scroll of Divine Word
very_rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
☐ Staff of Power
very_rare
DDEP4-Reclamation of Phlan
DDEP4-Reclamation of Phlan
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
☐ Rod of Absorption (Lor'Shon Va'Na'Eel)
very_rare
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor)
Show
Notes:
LOR’SHON VA’NA’EEL (ROD OF ABSORPTION) Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. (no charges absorbed)
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Fish Suit
very_rare
Service Hours Awarded 12a
Trade Log
Show
Notes:
Wondrous Item, very rare
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
☐ Manual of Gainful Exercise
very_rare
12b Service Hours Awarded_Very Rare
Service Hours Award_Very Rare
Show
Notes:
Wondrous Item, very rare
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Plate +2
very_rare
D&D® ADVENTURERS LEAGUE TRADING POST
Trade Log
Show
☐ Ring of Shooting Stars
very_rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
☐ Tome of Clear Thought
very_rare
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King
Show
Notes:
Wondrous Item, very rare
This book contains memory and logic 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Potion of Vitality
very_rare
DDAL-DRW14-The City that Should Not Be
DDAL-DRW14-The City that Should Not Be
Show
Notes:
Potion, Very Rare
When you drink this potion, it removes any exhaustion you
are suffering and cures any disease or poison affecting you.
For the next 24 hours, you regain the maximum number of
hit points for any Hit Die you spend. The potion’s crimson
liquid regularly
☐ Staff of Frost
very_rare
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
☐ Nolzur's Marvelous Pigments
very_rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
☐ Potion of Oil of Slipperiness
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Potion of Superior Healing
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Horn of Valhalla (Bronze)
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Wondrous Item, 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.
ROLL TABLE TO VTT
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
91-100 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.
☐ +2 Spear
rare
DDAL-TYP-Against the Giants-Steading of the Hill Giant Chief
DDAL-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
☐ Spear +2
rare
DDHC-TYP-6
Service Hours Rewards Applied
Show
Notes:
Weapon (spear), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Thrown, Versatile
☐ Potion of Speed
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Longsword, +2
rare
DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Chain Mail, +1
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Spell Scroll of Gate | very_rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
| ☐ Spell Scroll of Divine Word | very_rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
| ☐ Staff of Power | very_rare | DDEP4-Reclamation of Phlan | DDEP4-Reclamation of Phlan | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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| ☐ Rod of Absorption (Lor'Shon Va'Na'Eel) | very_rare | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | DDAL00-02e Forgotten Foes (Lost Tales of Myth Drannor) | Show | ||
|
Notes:
LOR’SHON VA’NA’EEL (ROD OF ABSORPTION) Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. (no charges absorbed) Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Fish Suit | very_rare | Service Hours Awarded 12a | Trade Log | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Manual of Gainful Exercise | very_rare | 12b Service Hours Awarded_Very Rare | Service Hours Award_Very Rare | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Plate +2 | very_rare | D&D® ADVENTURERS LEAGUE TRADING POST | Trade Log | Show | ||
| ☐ Ring of Shooting Stars | very_rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Ring, very rare (requires attunement) The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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| ☐ Tome of Clear Thought | very_rare | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | DDHC-TYP Tales from the Yawning Portal-Hall of the Fire Giant King | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Potion of Vitality | very_rare | DDAL-DRW14-The City that Should Not Be | DDAL-DRW14-The City that Should Not Be | Show | ||
|
Notes:
Potion, Very Rare |
||||||
| ☐ Staff of Frost | very_rare | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
||||||
| ☐ Nolzur's Marvelous Pigments | very_rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Wondrous Item, very rare Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
||||||
| ☐ Potion of Oil of Slipperiness | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Potion of Superior Healing | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Horn of Valhalla (Bronze) | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Wondrous Item, varies 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. ROLL TABLE TO VTT |
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| ☐ +2 Spear | rare | DDAL-TYP-Against the Giants-Steading of the Hill Giant Chief | DDAL-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
| ☐ Spear +2 | rare | DDHC-TYP-6 | Service Hours Rewards Applied | Show | ||
|
Notes:
Weapon (spear), rare Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Thrown, Versatile |
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| ☐ Potion of Speed | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Longsword, +2 | rare | DAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDAL-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Chain Mail, +1 | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||