Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Discord (+2 Plate Armour) (UNTRADEABLE)
common
DDAL-DRW15 Frozen Whispers
DDAL-DRW15 Frozen Whispers
Show
Notes:
Discord
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Moon Touched Greatsword
common
DDAL-DRW-17 Expiditions to the Supreme Forge
DDAL-DRW-17 Expiditions to the Supreme Forge
Show
Notes:
Weapon (Greatsword), Common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.
Cloak of Protection
uncommon
DDAL00-02 Lost Tales of Myth Drannor (The Darkwood Webs)
Show
Notes:
Wondrous Item, Major, Uncommon (Requires Attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak
Boots of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Cloak of Elvenkind
uncommon
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Pipes of the Sewers
uncommon
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Winged Boots
uncommon
CCC-SEA-01-02 Oh, Not the Bees
CCC-SEA-01-02 Oh, Not the Bees
Show
Notes:
Wondrous Item, uncommon
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
These boots appear to be made from hundreds of bees crawling over the wearer’s feet. While flying, they make an extremely loud buzzing noise.
Gauntlets of Ogre Power
uncommon
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Notes:
Gauntlets of Ogre Power
DMG
p171
Wondrous item, uncommon (requires attunement)
Major tier
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
+2 Studded Leather Armor
rare
PO-BK1-05 Far in the Forest
PO-BK1-05 Far in the Forest
Show
Notes:
(reminiscent of your shield guardian modifications),
Figurine of Wondrous Power: Golden Lions
rare
CCC-FC3-01-02 Corruption of the Elderoak
CCC-FC3-01-02 Corruption of the Elderoak
Show
Notes:
Wondrous item, major tier, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Golden Lions.
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
The lions that appear are twinned pairs of
opposite colouration. One white with black stripes,
the other black with white stripes.
Staff of Charming
rare
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Notes:
Staff of Charming
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Silver Horn of Valhalla
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
Horn of Valhalla, Silver
DMG
p175
Wondrous item, rare
Major tier
2 lb.
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard 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.
The silver horn summons 2d4 + 2 berserkers.
The berserkers are friendly to you and your companions and follow your commands. These berserkers appear as bloodthirsty servents of Malar.
Arrow-Catching Shield
rare
DDAL-DRW-EP03 When the Lights Go Out in Candlekeep
DDAL-DRW-EP03 When the Lights Go Out in Candlekeep
Show
Notes:
Armor (shield), rare (requires attunement)
This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Portable Hole
rare
DDAL-DRW-17 Expiditions to the Supreme Forge
DDAL-DRW-17 Expiditions to the Supreme Forge
Show
Notes:
Wondrous Item, Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
Cape of the Mountebank
rare
PO-BK1-05 Far in the Forest
PO-BK1-05 Far in the Forest
Show
Notes:
Illithid tech flavour
Ring of Shooting Stars
rare
PO-BK1-06 Beyond the Stary Veil
PO-BK1-06 Beyond the Starry Veil
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
Major tier
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. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 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.
Far Realm Shard
rare
PO-BK1-06 Beyond the Stary Veil
PO-BK1-06 Beyond the Starry Veil
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
1 lb.
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
+2 Mace
rare
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
+2 Longsword
rare
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
+2 Morningstar
rare
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
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Discord (+2 Plate Armour) (UNTRADEABLE) | common | DDAL-DRW15 Frozen Whispers | DDAL-DRW15 Frozen Whispers | Show | ||
Notes:
Discord Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. |
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Moon Touched Greatsword | common | DDAL-DRW-17 Expiditions to the Supreme Forge | DDAL-DRW-17 Expiditions to the Supreme Forge | Show | ||
Notes:
Weapon (Greatsword), Common The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere. |
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Cloak of Protection | uncommon | DDAL00-02 Lost Tales of Myth Drannor (The Darkwood Webs) | Show | |||
Notes:
Wondrous Item, Major, Uncommon (Requires Attunement) |
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Boots of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
Cloak of Elvenkind | uncommon | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
Pipes of the Sewers | uncommon | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
Winged Boots | uncommon | CCC-SEA-01-02 Oh, Not the Bees | CCC-SEA-01-02 Oh, Not the Bees | Show | ||
Notes:
Wondrous Item, uncommon While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. |
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Gauntlets of Ogre Power | uncommon | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
Notes:
Gauntlets of Ogre Power |
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+2 Studded Leather Armor | rare | PO-BK1-05 Far in the Forest | PO-BK1-05 Far in the Forest | Show | ||
Notes:
(reminiscent of your shield guardian modifications), |
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Figurine of Wondrous Power: Golden Lions | rare | CCC-FC3-01-02 Corruption of the Elderoak | CCC-FC3-01-02 Corruption of the Elderoak | Show | ||
Notes:
Wondrous item, major tier, rare The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. The lions that appear are twinned pairs of |
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Staff of Charming | rare | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Notes:
Staff of Charming If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Silver Horn of Valhalla | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
Notes:
Horn of Valhalla, Silver The silver horn summons 2d4 + 2 berserkers. The berserkers are friendly to you and your companions and follow your commands. These berserkers appear as bloodthirsty servents of Malar. |
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Arrow-Catching Shield | rare | DDAL-DRW-EP03 When the Lights Go Out in Candlekeep | DDAL-DRW-EP03 When the Lights Go Out in Candlekeep | Show | ||
Notes:
Armor (shield), rare (requires attunement) This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms. |
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Portable Hole | rare | DDAL-DRW-17 Expiditions to the Supreme Forge | DDAL-DRW-17 Expiditions to the Supreme Forge | Show | ||
Notes:
Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. |
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Cape of the Mountebank | rare | PO-BK1-05 Far in the Forest | PO-BK1-05 Far in the Forest | Show | ||
Notes:
Illithid tech flavour |
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Ring of Shooting Stars | rare | PO-BK1-06 Beyond the Stary Veil | PO-BK1-06 Beyond the Starry Veil | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) 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. 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. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 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. |
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Far Realm Shard | rare | PO-BK1-06 Beyond the Stary Veil | PO-BK1-06 Beyond the Starry Veil | Show | ||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. |
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+2 Mace | rare | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
+2 Longsword | rare | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
+2 Morningstar | rare | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show |