Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Elixir of Health rare DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

☐ Flail +1 uncommon Renown Item Renown and Faction Items Show
☐ Flame Tongue (Longsword) rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Weapon (any sword), rare (requires attunement)

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.

☐ Flame Tongue (Longsword) rare Trade Log Show
Notes:

Weapon (any sword), rare (requires attunement)
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.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)

☐ Flame Tongue Short sword (Gem Finding) rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Weapon (any sword), rare (requires attunement)
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.
(A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword.)

☐ Frost Brand GreatSword very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Glaive +2 rare Traded Clypeus Drayven Trade Log Show
☐ Greater Silver Sword legendary PO-BK1-08 - Dark Side of the Rune PO-BK1-08 - Dark Side of the Rune Show
Notes:

Weapon (greatsword), legendary (requires attunement by a
creature that has psionic ability)
This magic weapon grants a +3 bonus to attack and
damage rolls made with it. While you hold the sword,
you have advantage on Intelligence, Wisdom, and
Charisma saving throws, you are immune to being
charmed, and you have resistance to psychic damage.
In addition, if you score a critical hit with it against a
creature’s astral body, you can cut the silvery cord
that tethers the target to its material body, instead of
dealing damage.
Proficiency with a greatsword allows you to add your
proficiency bonus to the attack roll for any attack you
make with it.

☐ Great Sword (Frost Brand) very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Green Chromatic Rose rare PO-MOON-02 Unsee the Unseelie PO-MOON-02 Unsee the Unseelie Show
Notes:

Wondrous Item, Rare

This magic rose is green. While a rose is held, it gains a harmless visual effect as indicated on the table. The green rose issues green gas.

While holding the rose by its stem, you gain resistance to poison damage. If you would take more than 10 damage of poison from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.

As an action, you can blow the petals from the rose to produce a 20-foot cone of poison. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.

☐ Half-Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) DDEP07-02 Drums of the Dead (Tier 3) Show
Notes:

Armor (Half Plate), Very Rare

You have a +2 bonus to AC while wearing this armor.
Notes: Bonus: Armor Class, Combat, Warding

Item Tags: COMBAT WARDING

☐ Hand Crossbow +2 rare Traded Clypeus Drayven Trade Log Show
Notes:

Weapon (crossbow, hand), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Damage, Combat, Ammunition, Light, Loading, Range

☐ Immovable Rod uncommon CCC-BMG-MOON 17-2 Shed Blood Shed Light CCC-BMG-MOON 17-2 Shed Blood Shed Light Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

This item is found in the Dungeon Master’s Guide.

☐ Javelin of Lightning uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

☐ Longsword +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Love's Bite (Nine Lives Stealer) (Longsword) very_rare Traded Clypeus Drayven Trade Log Show
☐ Mantle of Spell Resistance rare DDAL-DRW-11 Shadows In The Stacks DDAL-DRW-11 Shadows In The Stacks Show
Notes:

Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless
night sky. You have advantage on saving throws against spells while
you wear this cloak.

☐ Mariner's Armor uncommon DDAL-DRW-09 Vile Bounty 5 DDAL-DRW-09 Vile Bounty Show
Notes:

Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Mariner's Armor (Scale Mail) uncommon CCC-BMG-MOON 17-1 Sailing the Sea of Shadow CCC-BMG-MOON 17-1 Sailing the Sea of Shadow Show
Notes:

Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Morning Star +2 rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.