Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ (R/AT) Rod of the Pact Keeper +2
rare
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
🗹 (UC) Insignia of Claws
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
🗹 (VR) Wraps of Unarmed Prowess +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, Very Rare
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes.
🗹 (VR) Wraps of Unarmed Power +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, Very Rare
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
🗹 (VR) Tome of Understanding
very_rare
Trade Log
Show
Notes:
Wondrous Item, Very Rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
🗹 (R) Eagle Whistle
rare
Trade Log
Show
Notes:
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
☐ (L) Plate of the Multiversal Champion (Plate Armor +3)
legendary
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
☐ (C) Champions Belt of the Multiversal Championship (Ruby of the War Mage)
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
🏲 (U) Multiversal Champion (Boon of High Magic)
unique
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion."
You gain one 9th-level spell slot, provided that you already have one.
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure.
🗹 (UC/AT) Eldritch Claw Tattoo
uncommon
Trade Log
Show
Notes:
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
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.
Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
🗹 (R) Ring of Force Resistance
rare
Trade Log
Show
Notes:
Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with pearl.
☐ (L/AT) Defender Greatsword
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
☐ (UC) Bag of Holding
common
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
🗹 (C) Cloak of Many Fashions
common
CCC-HERO-BK-02-02 Flight of the Wyvern
Show
Notes:
Wondrous Item, Common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
☐ (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
🏲 Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Serpent Scale Armor
uncommon
Trade Log
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
☐ (R) Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Command Word: ilkath keri (Ignan for “blaze brightly”)
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R/AT) Rod of the Pact Keeper +2 | rare | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide. This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal. |
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| 🗹 (UC) Insignia of Claws | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
||||||
| 🗹 (VR) Wraps of Unarmed Prowess +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Very Rare While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes. |
||||||
| 🗹 (VR) Wraps of Unarmed Power +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Very Rare While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
||||||
| 🗹 (VR) Tome of Understanding | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century. |
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| 🗹 (R) Eagle Whistle | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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| ☐ (L) Plate of the Multiversal Champion (Plate Armor +3) | legendary | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
||||||
| ☐ (C) Champions Belt of the Multiversal Championship (Ruby of the War Mage) | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
||||||
| 🏲 (U) Multiversal Champion (Boon of High Magic) | unique | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion." You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure. |
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| 🗹 (UC/AT) Eldritch Claw Tattoo | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement: If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes: Eldritch Maul: Minor Property: Key |
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| 🗹 (R) Ring of Force Resistance | rare | Trade Log | Show | |||
|
Notes:
Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with pearl. |
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| ☐ (L/AT) Defender Greatsword | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield. |
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| ☐ (UC) Bag of Holding | common | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | Show | |||
|
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| 🗹 (C) Cloak of Many Fashions | common | CCC-HERO-BK-02-02 Flight of the Wyvern | Show | |||
|
Notes:
Wondrous Item, Common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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| ☐ (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
| 🏲 Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (R/AT) Armor of Vulnerability (Slashing) | common | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (UC) Serpent Scale Armor | uncommon | Trade Log | Show | |||
|
Notes:
Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
||||||
| ☐ (R) Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
|
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. Command Word: ilkath keri (Ignan for “blaze brightly”) |
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