Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Enduring Spellbook
common
PS-DC-ELEMENT-DEATH-02 And Then They Attacked
Show
Notes:
Wondrous item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.
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.
(VR/AT) Kyrzin’s Ooze
very_rare
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.
Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze 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 ooze ends as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding
☐ (VR/AT) Belt of Stone Giant Strength
common
Trade Log
Show
(L/AT) The First Sword (Ascendant Amethyst Dragon's Wrath Longsword)
legendary
PO-BK-3-11 Covenant of the Blood Goddess
Show
Notes:
Longsword, legendary (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon's breath weapon.
As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
The wide blade of this exquisite weapon is inlaid with draconic runes of violet amethyst. Its grip is fashioned in the shape of a coiled snake, with the pommel as its head. The sword was initially created by yuan-ti smiths on the plane of Vudra. As a mundane blade, it was then lost by its wielder during a failed conquest of a dragon-ruled realm. It gained its magic over centuries of languishing in an amethyst dragon’s hoard, before being recovered by a raid of conquering mariliths. The mariliths returned it to their home plane of Vudra, where it was often used as the first blade of its greatest champions, including — legends say — Shaktari herself.
☐ (L) Cubic Gate (Abyss, Astral Plane, Avernus, Far Realm, Material Plane, Plane of Earth)
legendary
PO-BK02-10 A Grim and Ravenous Arrival
Show
Notes:
Wondrous Item, Legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
(1 Abyss, 2 Astral Plane, 3 Avernus, 4 Far Realm, 5 Material Plane, 6 Plane of Earth)
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.
Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.
🗹 (R) Vicious Halberd
rare
Trade Log
Show
Notes:
Weapon (Halberd), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
(L/AT) Divine Vorpal Glaive
legendary
FR-DC Rise of the Umbral God: The Ultimate Arena Battle
Show
Notes:
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Optional Feature (DM’s Choice):
Göttliche Reichweite
Divine Reach
Your range with this weapon is 15ft m instead of 10ft.
Stellar Energy Flow
The crystals in the Blade Knot glow when you fight.
Once per round, when you deal damage, you inflict an additional
2d6 radiant damage.
☐ (L/AT) Sword of Answering
legendary
Trade Log
Show
Notes:
Weapon (Longsword), Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity or Resistance the target has to that damage.
(L/AT) Pandora’s Gift (Harmonious Ring of Spell Turning)
legendary
PS-DC-PANDORA-JWEI-S2-02
Show
Notes:
Ring, legendary (requires attunement)
This ring, woven from wheats and vines, radiates the power of Chauntea, Mystryl, and Selune. This is a surprise gift from Pandora, who had spent one year crafting it in secret under the moon goddess’s guidance, bit by bit with careful precision, imbuing it with her power, and weaving each strand with love and dedication. Carved onto the ring is yours and her name. Carved on the other side of the ring is an illustration of you holding an umbrella for a little 9 year old girl who is happily holding your hands.
Chime of Opening
rare
DDAL-DRW08 The Harrowing Hell
Show
Notes:
Wondrous Item, Rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet.
The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Lava Oathbow
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Enduring Spellbook | common | PS-DC-ELEMENT-DEATH-02 And Then They Attacked | Show | |||
|
Notes:
Wondrous item, common This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave |
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| 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. |
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| (VR/AT) Kyrzin’s Ooze | very_rare | DDAL-DRW-20 The Death of Szass Tam | Show | |||
|
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze 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 ooze ends as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding |
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| ☐ (VR/AT) Belt of Stone Giant Strength | common | Trade Log | Show | |||
| (L/AT) The First Sword (Ascendant Amethyst Dragon's Wrath Longsword) | legendary | PO-BK-3-11 Covenant of the Blood Goddess | Show | |||
|
Notes:
Longsword, legendary (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. The wide blade of this exquisite weapon is inlaid with draconic runes of violet amethyst. Its grip is fashioned in the shape of a coiled snake, with the pommel as its head. The sword was initially created by yuan-ti smiths on the plane of Vudra. As a mundane blade, it was then lost by its wielder during a failed conquest of a dragon-ruled realm. It gained its magic over centuries of languishing in an amethyst dragon’s hoard, before being recovered by a raid of conquering mariliths. The mariliths returned it to their home plane of Vudra, where it was often used as the first blade of its greatest champions, including — legends say — Shaktari herself. |
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| ☐ (L) Cubic Gate (Abyss, Astral Plane, Avernus, Far Realm, Material Plane, Plane of Earth) | legendary | PO-BK02-10 A Grim and Ravenous Arrival | Show | |||
|
Notes:
Wondrous Item, Legendary This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. (1 Abyss, 2 Astral Plane, 3 Avernus, 4 Far Realm, 5 Material Plane, 6 Plane of Earth) The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube’s charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side. |
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| 🗹 (R) Vicious Halberd | rare | Trade Log | Show | |||
|
Notes:
Weapon (Halberd), rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. |
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| (L/AT) Divine Vorpal Glaive | legendary | FR-DC Rise of the Umbral God: The Ultimate Arena Battle | Show | |||
|
Notes:
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead. Optional Feature (DM’s Choice): Göttliche Reichweite Divine Reach Your range with this weapon is 15ft m instead of 10ft. Stellar Energy Flow The crystals in the Blade Knot glow when you fight. Once per round, when you deal damage, you inflict an additional 2d6 radiant damage. |
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| ☐ (L/AT) Sword of Answering | legendary | Trade Log | Show | |||
|
Notes:
Weapon (Longsword), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have Advantage on the attack roll, and any damage dealt with this special attack ignores any Immunity or Resistance the target has to that damage. |
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| (L/AT) Pandora’s Gift (Harmonious Ring of Spell Turning) | legendary | PS-DC-PANDORA-JWEI-S2-02 | Show | |||
|
Notes:
Ring, legendary (requires attunement) This ring, woven from wheats and vines, radiates the power of Chauntea, Mystryl, and Selune. This is a surprise gift from Pandora, who had spent one year crafting it in secret under the moon goddess’s guidance, bit by bit with careful precision, imbuing it with her power, and weaving each strand with love and dedication. Carved onto the ring is yours and her name. Carved on the other side of the ring is an illustration of you holding an umbrella for a little 9 year old girl who is happily holding your hands. |
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| Chime of Opening | rare | DDAL-DRW08 The Harrowing Hell | Show | |||
|
Notes:
Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. |
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| Lava Oathbow | 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.
|
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| (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. |
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