Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
☐ (R) Portable Hole rare DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Rare

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

☐ (VR/AT) Ioun Stone of Intellect very_rare DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

☐ (VR/AT) Gold Dragon Scale Mail very_rare Season 11 Service Rewards Trade Log Show
Notes:

Armor (scale mail), very rare (requires attunement)

Dragon Scale Mail is made of the scales of one kind of Dragon. Sometimes Dragons collect their cast-off scales and gift them to Humanoids. Other times, hunters carefully skin and preserve the hide of a dead Dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on Saving Throws against the Frightful Presence and breath Weapons of Dragons, and you have Resistance to one damage type that is determined by the kind of Dragon that provided the scales (see the table). (Gold - Fire)

Additionally, you can focus your Senses as an Action to magically discern the distance and direction to the closest Dragon within 30 miles of you that is of the same type as the armor. This Special Action can’t be used again until the next dawn.

🗹 (C) Shield of Expression common CCC-GLIP-01-02 Beneath Glip Dak Trade Log Show
Notes:

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.

🗹 (C/AT) Mace-Torch common Out of the Abyss - Chapter 2 - Oozing Temple - Glabbagool Trade Log Show
Notes:

Weapon (Mace), common (requires attunement)

The mace is a common magic item. While attuned to the weapon, its wielder can use an action to make the head of the mace alight with green flame, or use an action to extinguish the flame. While the mace is "lit," it glows as brightly as a torch and deals an extra 1 fire damage on a hit.

☐ (VR/AT) Staff of Striking very_rare DDHC-CM The Book of Inner Alchemy Trade Log Show
Notes:

Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

(R/AT) Staff of Charming rare DDEX2-2_Embers of Elmwood Trade Log Show
Notes:

Rare, Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.