Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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) 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.

☐ (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) 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.

🗹 (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) 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.

🏲 (U) Blessing of Protection unique DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-Tales of The Yawning Portal - White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

🏲 (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.

🏲 (U) Blessing of Heaven (Blessing of Magic Resistance) unique PS-DC-TWW-00 The Wishing Well Show
Notes:

Blessing of Heaven and Hell (Blessing of Magic Resistance)
Supernatural Gift (Blessing)
You have Advantage on saving throws against spells and other magical effects.
This blessing was granted by either the Solar Azriel or the Devil Calizus Nox. Depending on from which source it comes the recipient is protected by either heavenly or hellish powers.

🏲 (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.