Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Armblade common DDAL-EB-03 - Session 6 DDAL-EB-03 - Session 6 Show
Earworm uncommon EB-DC-MACHA EB-DC-MACHA Show
Notes:

Wondrous Item, Uncommon (requires attunement), Minor Property - Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.

To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.

Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.

The earworm regains 1d4 expended charges daily at dawn.

Symbiotic Nature. The earworm 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 earworm ends, and it exits your body.

Notes: Language: Deep Speech, Symbiotic

Oracle Detector (Doesnt count as magic item) common DDAL-EB-04-The Third Protocol Show
Circlet of Blasting uncommon DDAL-EB-04-The Third Protocol DDAL-EB-04-The Third Protocol Show
Rope of Climbing uncommon DDAL-EBEP-01 The Iron Titan DDAL-EBEP-01 The Iron Titan Show
Notes:

Rope of Climbing
DMG
p197
Wondrous item, uncommon
Minor tier
3 lb.
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

+1 Spear uncommon DDAL-EB-06 The Last Word DDAL-EB-06 The Last Word Show
Boots of Speed rare DDAL-EBEP-02 Rolling Thunder DDAL-EBEP-02 Rolling Thunder Show
+2 Shield rare DDAL-EB-09 Lord Bucket DDAL-EB-09 Lord Bucket Show
Belt of Dwarvenkind rare DDAL-EB-10 Judgment of Iron DDAL-EB-10 Judgment of Iron Show
The Crystal Skull legendary DDAL-EB-11 My Undying Heart DDAL-EB-11 My Undying Heart Show
Ring of Regeneration very_rare DDAL-EB-12 The Waiting Game DDAL-EB-12 The Waiting Game Show
Notes:

Ring of Regeneration
DMG
p191
Ring, very rare (requires attunement)
Major tier
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Evasion rare DDAL-EB-13 Stonefire DDAL-EB-13 Stonefire Show
Notes:

Ring, rare (requires attunement)
Major tier
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Ring of X-ray Vision rare Ring, rare (requires attunement) Major tier While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. DDAL-EBEP-03 The Rising City Show
Dyrrn's Tentacle Whip very_rare DDAL-EB-16 The Dragon Below DDAL-EB-16 The Dragon Below Show
Notes:

ERLW
p276
Weapon (Whip), very rare (requires attunement)
Martial weapon, melee weapon
3 lb.

1d4 Slashing
Finesse, reach
This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.

You gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.

As a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.

Symbiotic Nature. The whip 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 whip ends, and it detaches from you.

Unlocked Magic Items