Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
🗹 (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.

🗹 (UC) Shield of the Moon (Shield +1) uncommon CCC-TAROT- 01-02 By the Light of the Moon Trade Log Show
Notes:

Wondrous Item, uncommon

This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.

☐ (C/AT) Dark Shard Amulet common DDAL10-07 Into Darkness DDAL10-07 Into Darkness Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:

  • You can use the amulet as a spellcasting focus for your warlock spells.
  • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
☐ (R) Mace of Smiting rare DDAL10-07 Into Darkness DDAL10-07 Into Darkness Show
Notes:

Weapon (mace), rare

This mace is fashioned from a single piece of obsidian.

The following phrase is inscribed over and over in Draconic around the mace’s haft:

“Those willing to deny themselves the radiance of the stars

would be better to pluck out their eyes

and cast them away.”

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct.

If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

☐ (R/AT) Boots of Levitation rare DDAL10-08 Volatile Thoughts DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, rare (requires attunement)

These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

☐ (R/AT) Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

🗹 (U) Discord (Plate +2) unique DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whisper 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.

☐ (VR/AT) Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers DDAL-DRW-15 Frozen Whisper Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

☐ (R/AT) Ring of Evasion rare DDAL-DRW-16 Uprising DDAL-DRW-16 Uprising Show
Notes:

Ring, Rare (Requires Attunement)

Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

🗹 (U) Woe unique DDAL-DRW-16 Uprising DDAL-DRW-16 Uprising Show
Notes:

Weapon (Longsword), Unique

This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.

When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”

☐ (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.

☐ (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.

(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.

☐ (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) Cli Lyre rare DDHC-CM The Curious Tale of Wisteria Vale DDHC-CM The Curious Tale of Wisteria Vale Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

☐ (R) Chain Mail +1 rare DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-Tales of The Yawning Portal - White Plume Mountain Show
🗹 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.

☐ (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.

☐ (R/AT) Ring of Protection rare DDHC-Tales of The Yawning Portal - White Plume Mountain DDHC-Tales of The Yawning Portal - White Plume Mountain Show
Notes:

Requires Attunement

You gain a +1 bonus to AC and Saving Throws while wearing this ring.

☐ (UC) Googles of the 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.