Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Staff of Power very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Defender (Rapier) legendary DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Longsword of Vengeance rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Ring of Necrotic Resistance rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Spear of Backbiting very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Berserker Axe rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Rod of the Pact Keeper +3 very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Periapt of Proof Against Poison rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ Manual of Bodily Health very_rare DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors Show
☐ (VR/AT) Ring of Telekinesis common Trade Log 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) Manual of Quickness of Action very_rare CCC-BMG-37 - HULB 3-1 Weakness of Rock CCC-BMG-37 - HULB 3-1 Weakness of Rock Show
Notes:

Wondrous Item, very rare
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.

🗹 (R/AT) Cloak of Displacement rare CCC-SFBAY-02-01 Old Enemies Arise Trade Log Show
Notes:

Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

☐ Lor'shon Va'na'eel (Rod of Absorption) very_rare DDAL 00-02E: Forgotten Foes DDAL 00-02E: Forgotten Foes Show
Notes:

Wondrous Item, very rare (requires attunement by a wizard)

While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

☐ (VR/AT) Rod of Alertness very_rare DDAL00-03 Those That Came Before DDAL00-03 Those That Came Before Show
Notes:

Rod, very rare (requires attunement)

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

☐ (R/AT) Wand of Wonder rare DDAL00-03 Those That Came Before DDAL00-03 Those That Came Before Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
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 GM 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.

☐ (U) Discord (Plate +2) unique DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whispers Show
Notes:

Armor (Plate), Unique

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

☐ (R/AT) Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

☐ (UC) Mithral Splint uncommon DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
☐ (R) Horn of Blasting rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

☐ (VR/AT) Wand of Polymorph very_rare DDHC-CM Alkazaar's Appendix DDHC-CM Alkazaar's Appendix Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.

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 ashes and is destroyed.