Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
Trade Log
Show
Notes:
(Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Horn of Valhalla, Iron
legendary
DDAL05-18 The Mysterious Isle
DDAL05-18 The Mysterious Isle
Show
Notes:
Wondrous item, legendary
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.
A iron horn summons 5 Berserkers. To use the iron horn, you must have 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 allies and follow your commands.
Battleaxe +3
very_rare
DDAL05-9 Durlag's Tomb
DDAL05-9 Durlag's Tomb
Show
Notes:
Weapon, very rare
Martial weapon, melee weapon
4 lb. 1d8 slashing - versatile (1d10)
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Staf of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
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.
Chardalyn Breastplate (Armor of Necrotic Resistance)
rare
DDAL 10-05 A Blight in the Darkness
DDAL 10-05 A Blight in the Darkness
Show
Notes:
Armor (breastplate), rare (requires attunement)
This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.
You have resistance to necrotic damage while you wear this armor
Prosthetic Limb
common
DDAL 10-06 The Fallen Star
DDAL 10-06 The Fallen Star
Show
Notes:
Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Chime of Opening
rare
DDAL 10-06 The Fallen Star
DDAL 10-06 The Fallen Star
Show
Notes:
Wondrous item, rare
This squat, black rod has a matte finish and a couple of flat switches and dials at one end.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Dark Shard Amulet
common
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Amulet of the Devout +2
rare
DDAL-DRW11 Shadows In The Stacks
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
Trade Log
Show
Notes:
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Eyes of the Eagle
uncommon
DDHC00-DoIP Dragon of Icespire Peak (Mountain Toe's Goldmine)
Trade Log
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Animated Shield
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a 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 a 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.
Ring of Acid Resistance
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Dwarven Plate
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Horn of Blasting
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Wand of Polymorph
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
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.
Staff of Withering
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
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.
Longbow +2
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon (longbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Carpet of Flying
very_rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.
Hat Of Disguise
uncommon
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | Trade Log | Show | ||
Notes:
(Rare, Requires Attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
||||||
Horn of Valhalla, Iron | legendary | DDAL05-18 The Mysterious Isle | DDAL05-18 The Mysterious Isle | Show | ||
Notes:
Wondrous item, legendary A iron horn summons 5 Berserkers. To use the iron horn, you must have 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 allies and follow your commands. |
||||||
Battleaxe +3 | very_rare | DDAL05-9 Durlag's Tomb | DDAL05-9 Durlag's Tomb | Show | ||
Notes:
Weapon, very rare Martial weapon, melee weapon Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
||||||
Staf of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | DDAL07-17 Cauldron of Sapphire | Show | ||
Notes:
Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. 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. |
||||||
Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL 10-05 A Blight in the Darkness | DDAL 10-05 A Blight in the Darkness | Show | ||
Notes:
Armor (breastplate), rare (requires attunement) This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
||||||
Prosthetic Limb | common | DDAL 10-06 The Fallen Star | DDAL 10-06 The Fallen Star | Show | ||
Notes:
Wondrous item, common This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
||||||
Chime of Opening | rare | DDAL 10-06 The Fallen Star | DDAL 10-06 The Fallen Star | Show | ||
Notes:
Wondrous item, rare This squat, black rod has a matte finish and a couple of flat switches and dials at one end. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. |
||||||
Dark Shard Amulet | common | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
||||||
Amulet of the Devout +2 | rare | DDAL-DRW11 Shadows In The Stacks | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
||||||
Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Trade Log | Show | ||
Notes:
Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
||||||
Eyes of the Eagle | uncommon | DDHC00-DoIP Dragon of Icespire Peak (Mountain Toe's Goldmine) | Trade Log | Show | ||
Notes:
Wondrous item, uncommon |
||||||
Animated Shield | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a 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 a 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. |
||||||
Ring of Acid Resistance | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. |
||||||
Dwarven Plate | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
||||||
Horn of Blasting | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
||||||
Wand of Polymorph | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
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. |
||||||
Staff of Withering | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
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. |
||||||
Longbow +2 | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
||||||
Carpet of Flying | very_rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, very rare |
||||||
Hat Of Disguise | uncommon | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |