Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ (R/AT) Rooster (Wand of Wonder)
rare
DDAL00-03 - Those That Came Before (T4)
DDAL00-03 - Those That Came Before (T4)
Show
Notes:
Wand, Major, Rare (Requires Attunement by a Spellcaster)
Weight: 1 lbs.
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
1d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
☐ (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) 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.
🗹 (L/AT) Belt of Storm Giant Strength
legendary
DDAL 06-03 Crypt of the Death Giant
Assign Service Reward
Show
Notes:
Requires Attunement
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.
Six varieties of this belt exist, corresponding with and having Rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.
Storm giant - 29 - Legendary
☐ (L/AT) Belt of Storm Giant Strength
legendary
DDAL 06-03 Crypt of the Death Giant
Trade Log
Show
Notes:
Requires Attunement
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.
Six varieties of this belt exist, corresponding with and having Rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.
Storm giant - 29 - Legendary
☐ (UC) Soul Coin
uncommon
DDAL09-19 Fang of Claw
DDAL09-19 Fang of Claw
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound and is inscribed with Infernal writing
and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
☐ (L/AT) Scarab of Protection
legendary
DDAL09-19 Fang of Claw
DDAL09-19 Fang of Claw
Show
Notes:
Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw
against a necromancy spell or a harmful effect originating from an undead creature, you can use your 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.
This item can be found in the Dungeon Master’s Guide.
☐ (L/AT) Defender Greatsword
legendary
DDAL09-20 Where Devils Fear to Treat
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
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.
🏲 (U) Boon of Planar Travel (Brightwater)
unique
DDAL09-20 Where Devils Fear to Treat
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
When you gain this boon, choose a plane of existence (Brightwater) other than the Material Plane. You can now use an action to cast the Plane Shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest.
☐ (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.
🗹 (L/AT) Blood Fury Tattoo
legendary
DDAL-DRW-20 The Death of Szass Tam
Trade Log
Show
Notes:
Legendary
Wondrous item (tattoo), legendary (requires attunement) 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.
🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP 00-01 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic.
☐ (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.
☐ (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.)
☐ (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) 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.
☐ (UC) Goggles of Night
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
☐ (R/AT) Armor of Vulnerability (slashing)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ (R) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
☐ (R/AT) Ring of Spell Storing
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (R/AT) Rooster (Wand of Wonder) | rare | DDAL00-03 - Those That Came Before (T4) | DDAL00-03 - Those That Came Before (T4) | Show | ||
|
Notes:
Wand, Major, Rare (Requires Attunement by a Spellcaster) Weight: 1 lbs. Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. 1d100 Effect |
||||||
| ☐ (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) Plate +2 | very_rare | DDAL 05-18 The Mysterious Ilse | DDAL 05-18 The Mysterious Ilse | Show | ||
|
Notes:
Armor (plate), very rare |
||||||
| 🗹 (L/AT) Belt of Storm Giant Strength | legendary | DDAL 06-03 Crypt of the Death Giant | Assign Service Reward | Show | ||
|
Notes:
Requires Attunement While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you. Storm giant - 29 - Legendary |
||||||
| ☐ (L/AT) Belt of Storm Giant Strength | legendary | DDAL 06-03 Crypt of the Death Giant | Trade Log | Show | ||
|
Notes:
Requires Attunement While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you. Storm giant - 29 - Legendary |
||||||
| ☐ (UC) Soul Coin | uncommon | DDAL09-19 Fang of Claw | DDAL09-19 Fang of Claw | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| ☐ (L/AT) Scarab of Protection | legendary | DDAL09-19 Fang of Claw | DDAL09-19 Fang of Claw | Show | ||
|
Notes:
Wondrous item, legendary (requires attunement) |
||||||
| ☐ (L/AT) Defender Greatsword | legendary | DDAL09-20 Where Devils Fear to Treat | DDAL09-20 Where Devils Fear to Treat | Show | ||
|
Notes:
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. |
||||||
| 🏲 (U) Boon of Planar Travel (Brightwater) | unique | DDAL09-20 Where Devils Fear to Treat | DDAL09-20 Where Devils Fear to Treat | Show | ||
|
Notes:
When you gain this boon, choose a plane of existence (Brightwater) other than the Material Plane. You can now use an action to cast the Plane Shift spell (no spell slot or components required), targeting yourself only, and travel to the chosen plane, or from that plane back to the Material Plane. Once you use this boon, you can't use it again until you finish a short rest. |
||||||
| ☐ (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.
|
||||||
| 🗹 (L/AT) Blood Fury Tattoo | legendary | DDAL-DRW-20 The Death of Szass Tam | Trade Log | Show | ||
|
Notes:
Legendary Wondrous item (tattoo), legendary (requires attunement) 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. |
||||||
| 🏲 (U) Szass Tam’s Arcane Essence (Boon of High Magic) | unique | DDEP00 The Red War | DDEP 00-01 The Red War | Show | ||
|
Notes:
Epic boon, unique You have wrested away part of Szass Tam’s essence. Specifically, this spark of energy was originally wrested from the vile lich himself, and grants one additional 9th level spell slot, provided that you already have one. This item can be found in the Dungeon Master’s Guide under the entry for Boon of High Magic. |
||||||
| ☐ (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. |
||||||
| ☐ (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.) |
||||||
| ☐ (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) 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 |
||||||
| ☐ (UC) Goggles of Night | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
|
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
||||||
| ☐ (R/AT) Armor of Vulnerability (slashing) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
|
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
||||||
| ☐ (R) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
| ☐ (R/AT) Ring of Spell Storing | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
|
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
||||||