Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
š¹ (L) Red Wizard Blade
legendary
Season 12 Service Rewards
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Notes:
Weapon (Dagger), Legendary
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and canāt be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
š¹ (VR) Tome of Clear Thought
very_rare
Tales from the Yawning Portal - Chapter 6: Against the Giants
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Notes:
Wondrous item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookās contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
š¹ (VR) Manual of Bodily Health
very_rare
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Notes:
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookās contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
š¹ (L/AT) Ascendant Gem Dragon-Touched Focus
legendary
DDAL-DRW-19 Fall the Cold Night
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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.
š¹ (VR/AT) Staff of Power
very_rare
DDHC-RotF - Chapter 7: Doom of Ythryn
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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
š¹ Shield +2
rare
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š² (U) Szass Tamās Arcane Essence (Boon of High Magic)
unique
DDEP00 The Red War
DDEP00 The Red War
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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.
ā (L/AT) Vorpal Scimitar
legendary
DDAL07-16 Pools of Cerulean
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Notes:
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.
š¹ (VR) Shield +3
very_rare
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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.
Name | Rarity | Location | Table ▲ | Result | Source | |
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š¹ (L) Red Wizard Blade | legendary | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Weapon (Dagger), Legendary Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and canāt be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell. |
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š¹ (VR) Tome of Clear Thought | very_rare | Tales from the Yawning Portal - Chapter 6: Against the Giants | Assign Service Reward | Show | ||
Notes:
Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookās contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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š¹ (VR) Manual of Bodily Health | very_rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookās contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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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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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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š¹ Shield +2 | rare | Trade Log | Show | |||
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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ā (L/AT) Vorpal Scimitar | legendary | DDAL07-16 Pools of Cerulean | Trade Log | Show | ||
Notes:
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. |
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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. |