Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
(L/AT) Blood Fury Tattoo legendary DDAL-DRW-20 The Death of Szass Tam Show
Notes:

Wondrous Item (Tattoo), Legendary (Requires Attunement)

When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

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.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

• When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

• When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Studded Leather Armor +3 legendary PS-DC-ELEMENT-DEATH-02 And Then They Attacked Show
Notes:

Armor (light), legendary

You have a +3 bonus to AC while wearing this armor.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

These leather still have embers on them from the fire plane.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

☐ (L/AT) Ring of Earth Elemental Command legendary DDEP-DRW02 Wings of Death (T4) DDEP-DRW02 Wings of Death (T4) 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) Veiled Shadow's Scarf (Platinum Scarf) legendary PS-DC-TWW-00 The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.

☐ (L/AT) Ring of Invisibility legendary DDEP08-03 Last Orders at the Yawning Portal Show
Notes:

Ring, Legendary (Requires Attunement)

This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearer’s finger.

While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.

☐ (VR) Studded Leather +3 legendary PS-DC-TST-01 The Eye Behind the Mask Show
Notes:

With a swing of his hand that bears the symbol of the
Vigilant One, he forges a studded leather armor (studded
leather +3) with obsidian rivets. When exposed to
moonlight, an inscription will reveal itself.
Your victories are seen and celebrated. In the shadows of
defeat, you are not alone.

🗹 (L/AT) Dawnreaver (Greatsword Moonblade of House Ithandoriel) legendary FR-DC-CLWF-01 Passed Heroics Show
Notes:

Greatsword, legendary (requires attunement by a creature of the weapon's choice)

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (in this case: 7). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.

Runes:

increase attack and damage by +1
increase attack and damage by +1
increase attack and damage by +1
deal an extra 1d6 force damage
deal an extra 1d6 force damage
deal an extra 1d6 force damage
score a critical hit on a roll of 19 or 20 on the d20
The next time any creature attunes to this item, it would gain the following rune: "The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack." (the DM may choose otherwise)

Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.

Sentinel: Undead. This item glows faintly when such creatures are within 120 feet of it.

Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals. Dawnreaver has been wielded by generations of elven paladins following Tyr, Helm and Lathander (and similar gods lost in tradition). Its ideals are protecting the weak, fighting for what is right and smiting those that wish harm upon the innocent. It will allow attunement by creatures that resemble these values.

☐ (L/AT) Holy Avenger Halberd legendary Trade Log Show
Notes:

Halberd, legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

☐ (L/AT) Ioun Stone (Greater Absorption) legendary DDAL00-10 - Trust & Understanding DDAL00-10 - Trust & Understanding Show
Notes:

Wondrous item, legendary (requires attunement)

This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like.

While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.

☐ (VR/AT) Sapphire Buckler very_rare DDAL-DRW-19 Fall the Cold Night DDAL-DRW-19 Fall the Cold Night Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)

This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations.

  • While wielding the shield, you have resistance to psychic and thunder damage.
  • Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
  • As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
☐ (VR/AT) Ring of Telekinesis very_rare DDHC-CM Kandlekeep Dekonstruktion DDHC-CM Kandlekeep Dekonstruktion Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

☐ (VR/AT) Cloak of Arachnida very_rare DDHC-TOA-10 The Ruins of Hisari DDHC-TOA-10 The Ruins of Hisari Show
Notes:

Wondrous Item, very Rare (Requires Attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.

🗹 (VR) Manual of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur CCC-QCC2017 Delusions of Grandeur Show
Notes:

Wondrous item, very rare

This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

☐ (VR) Manual of Gainful Exercise very_rare CCC-TRI-24 - STORM-1-3 - Knight Errand CCC-TRI-24 - STORM-1-3 - Knight Errand Show
Notes:

Wondrous item, very rare
This book describes ftness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide.

🗹 (VR) Tome of Leadership and Influence very_rare CCC-ROZK01-2 - Zhentarim's Lament Trade Log Show
Notes:

The red leather that covers this tome ist embossed with a smiling man with a third eye

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ (VR) Plate +2 very_rare DDAL 05-18 The Mysterious Ilse DDAL 05-18 The Mysterious Ilse Show
Notes:

Armor (plate), very rare
You have a +2 bonus to AC while wearing this armor.

☐ (VR/AT) Ring of Shooting Stars very_rare DDHC-CM Lore of Lurue Trade Log Show
Notes:

Ring, very rare (requires attunement outdoors at night)

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.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 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.

☐ (VR/AT) Spellguard Shield very_rare DDEP-DRW02 Wings of Death (T4) DDEP-DRW02 Wings of Death (T4) Show
Notes:

Armor (shield), very rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.

☐ (VR) Rod of Security very_rare DDAL00-01 Window to the Past (T4) DDAL00-01 Window to the Past (T4) Show
Notes:

Rod, very rare

While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.

For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.

☐ (VR/AT) Spellguard Shield very_rare DDEP07-02 Drums of the Dead Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)

This shield is fashioned from a single piece of flawless crystal with straps of supple leather

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.