Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
š¹ (VR/AT) Staff of Power
very_rare
DDHC-RotF - Chapter 7: Doom of Ythryn
Trade Log
Show
Notes:
Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges.
Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike. You can use an Action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 Ć the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of Charges in the staff
11 to 20 ft. away 6 x the number of Charges in the staff
21 to 30 ft. away 4 x the number of Charges in the staff
š² (U) Szass Tamās Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP00 The Red War
Show
Notes:
Epic boon, unique
You have wrested away part of Szass Tamās 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 Masterās Guide under the entry for Boon of High Magic.
š¹ (L/AT) Ascendant Gem Dragon-Touched Focus
legendary
DDAL-DRW-19 Fall the Cold Night
Trade Log
Show
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragonsā wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxineās spirit in the walls of Xorvintroth, this hoard item canāt increase or decrease in power.
You have advantage on initiative rolls.
While you are holding the focus, it can function as a spellcasting focus for all your spells.
Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding the focus, you can use it to cast the following spells: Raryās telepathic bond, Raulothimās psychic lance. Once the item is used to cast a spell, it canāt be used to cast that spell again until the next dawn.
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it canāt be used again until the next dawn.
ā (VR/AT) Belt of Stone Giant Strength
very_rare
DDAL-DRW-14 The City That Should Not Be
Trade Log
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
ā (R/AT) Auntie Helenaās Wand (Wand of Paralysis)
rare
CCC-TAROT- 02-03 To Boldly Go
CCC-TAROT- 02-03 To Boldly Go
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.
This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the targetās turns, it can repeat the saving throw, Ending the Effect on itself on a success.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wandās last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
š¹ (VR) Shield +3
very_rare
Trade Log
Show
Notes:
Armor (shield), very rare
While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
ā Mariners Armor
uncommon
DDAL-DRW09 Vile Bounty
Show
Notes:
Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
ā Amulet of Health
rare
DDAL-DRW09 Vile Bounty
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
š¹ Shield +2
rare
Trade Log
Show
š¹ Bag of Holding
uncommon
Creation
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canāt be reopened.
Name | Rarity | Location ▼ | Table | Result | Source | |
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š¹ (VR/AT) Staff of Power | very_rare | DDHC-RotF - Chapter 7: Doom of Ythryn | Trade Log | Show | ||
Notes:
Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges. Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike. You can use an Action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 Ć the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage |
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š² (U) Szass Tamās Arcane Essence (Boon of High Magic) | unique | DDEP00 The Red War | DDEP00 The Red War | Show | ||
Notes:
Epic boon, unique You have wrested away part of Szass Tamās 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 Masterās Guide under the entry for Boon of High Magic. |
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š¹ (L/AT) Ascendant Gem Dragon-Touched Focus | legendary | DDAL-DRW-19 Fall the Cold Night | Trade Log | Show | ||
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragonsā wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxineās spirit in the walls of Xorvintroth, this hoard item canāt increase or decrease in power. You have advantage on initiative rolls. |
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ā (VR/AT) Belt of Stone Giant Strength | very_rare | DDAL-DRW-14 The City That Should Not Be | Trade Log | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23. |
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ā (R/AT) Auntie Helenaās Wand (Wand of Paralysis) | rare | CCC-TAROT- 02-03 To Boldly Go | CCC-TAROT- 02-03 To Boldly Go | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree. This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the targetās turns, it can repeat the saving throw, Ending the Effect on itself on a success. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wandās last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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š¹ (VR) Shield +3 | very_rare | Trade Log | Show | |||
Notes:
Armor (shield), very rare While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC. |
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ā Mariners Armor | uncommon | DDAL-DRW09 Vile Bounty | Show | |||
Notes:
Armor (studded leather), uncommon Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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ā Amulet of Health | rare | DDAL-DRW09 Vile Bounty | Show | |||
Notes:
Wondrous item, rare (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |
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š¹ Shield +2 | rare | Trade Log | Show | |||
š¹ Bag of Holding | uncommon | Creation | Show | |||
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canāt be reopened. |