Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Blood Fury Tatoo legendary DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

Wondrous Item (Tattoo), Legendary (Requires Attunement)
When this tattoo is applied to a creature, it takes the form
of an Abeiran dragonborn sigil that marks the individual as
a being of “ill nature and worse temperament.”
Produced by a special needle, this magic tattoo evokes
fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin.
If your attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and
it regains all expended charges daily at dawn. While this
tattoo is on your skin, you gain the following benefits:
• When you hit a creature with a weapon attack, you can
expend a charge to deal an extra 4d6 necrotic damage to
the target, and you regain a number of hit points equal to
the necrotic damage dealt.
• When a creature you can see damages you, you can
expend a charge and use your reaction to make a melee
attack against that creature, with advantage on your
attack roll.

☐ Kyrzin’s Ooze very_rare DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

Wondrous Item (Symbiont), Very Rare
(Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s
interior. To attune to this item, you must first drink the
contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have
resistance to acid and poison damage, and you’re immune
to the poisoned condition.
Amorphous. As an action, you can speak a command
word and cause your body to assume the amorphous
qualities of an Ooze. For the next minute, you (along
with any equipment you’re wearing or carrying) can
move through a space as narrow as 1 inch wide without
squeezing. Once you use this property, it can’t be used
again until the next dawn.

Acid Breath. As an action, you can exhale acid in a
30-foot line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking 8d8
acid damage on a failed save, or half as much damage on a
successful one. Once you use this property, it can’t be used
again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from
you while you’re attuned to it, and you can’t voluntarily
end your attunement to it. If you’re targeted by a spell that
ends a curse, your attunement to the ooze ends as it seeps
out of you.
If you die while the ooze is inside you, it bursts out and
engulfs you, turning your corpse into a black pudding (see
the Monster Manual) allied with the Far Realm.
Potion of Invisibility
Potion, Very Rare
This potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for 1
hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.

☐ Potion of Vitality very_rare DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours.

☐ Potion of Invisibility very_rare DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

This potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for 1
hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.

☐ Bracer's of Archery uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) Show
Notes:

Wonderous Item, Uncommon (Requires Attunement)

These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.

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.

☐ Potion of Invulnerability rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) 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 Healing uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) Show
☐ Potion of Heroism uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) Show
☐ Half Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) Service Hours Awarded Show
Notes:

Armor (light, medium, or heavy), very rare

You have a +2 bonus to AC while wearing this armor.

☐ Animated Shield very_rare DDEP-08-03 Last Orders at the Yawning Portal DDEP-08-03 Last Orders at the Yawning Portal Show
Notes:

Shield, Very Rare (requires attunement)
This shield appears as the head of a large beer keg, ringed by a rusty iron band. Whenever the shield is struck by a blow, a chorus of cheering dwarven voices are heard. While holding this shield, you can speak its command word as bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

☐ Plate +2 very_rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Deck of Illusions (34 Cards) uncommon DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Wondrous Item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

☐ Shield of the Silver Dragon (+2 Shield with +2 Initiative) rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Ring of Regeneration rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Luck Blade (Greatsword) legendary DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Weapon (any sword), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

☐ Staff of Power very_rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd 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.

☐ Potion of Invulnerability rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd 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.

☐ Greatsword +2 rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

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

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

☐ Mace of Terror rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

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

Notes: Frightened, Damage, Control, Debuff, Combat

☐ Potion of Healing common DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show