Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Ring of Earth Elemental Command common DDAL-DRWEP02 Wings of Death Show
Notes:

Ring, legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.

The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.

You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.

If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:

• You have resistance to acid damage.

• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.

• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.

(This item is available only to tier 4 characters.)

🗹 (L/AT) Gloves of Soul Catching legendary Trade Log Show
Notes:

Wondrous Item, Legendary (Requires Attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.

After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

(VR/AT) Oath(short)bow very_rare DDAL-DRW08 The Harrowing Hell Show
Notes:

Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can utter or sign the following command words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.

While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.

"This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot."

(L/AT) Scarab of Protection legendary DDAL-DRW08 The Harrowing Hell Show
Notes:

Wondrous Item, Legendary (Requires Attunement)

This beetle-shaped medallion provides three benefits while it is on your person.

Defense. You gain a +1 bonus to Armor Class.

Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Spell Resistance. You have Advantage on saving throws against spells.