Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ 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.

🗹 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 can’t be reopened.

🗹 (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 dragons’ wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t 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: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a spell, it can’t 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 can’t be used again until the next dawn.

☐ (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.

🗹 (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 can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.

☐ 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.

☐ (R/AT) Armor of Vulnerability (Slashing) rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

☐ (R/AT) Auntie Helena’s 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 target’s 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 wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ (R/AT) Gem of Seeing rare Season 11 Service Rewards Assign Service Reward Show
Notes:

Wondrous item, rare (requires attunement)

This gem has 3 Charges. As an Action, you can speak the gem’s Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended Charges daily at dawn.

☐ (R/AT) Half-Plate of Radiant Resistance rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Armor (Half-Plate), rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.

☐ (R/AT) Kagonesti Forest Shroud rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Wondrous Item, Rare (Requires Attunement)

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.

☐ (R/AT) Mantle of Spell Resistance rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Wondrous Item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

☐ (R/AT) Ring of Protection rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

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

☐ (R/AT) Ring of Spell Storing rare DDHC-TYP - White Plume Mountain DDHC-TYP - 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) Dragon Slayer Greatsword rare Season 11 Service Rewards Assign Service Reward Show
Notes:

Weapon (Greatsword), rare
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon's type. For the Purpose of this weapon, "dragon" refers to any creature with the Dragon type, including Dragon turtles and wyverns.

☐ (R) Glaive +2 rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Weapon (Glaive), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ (R) Mace of Smiting rare Season 12 Service Rewards Assign Service Reward Show
Notes:

Weapon (mace), rare

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.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

🗹 Shield +2 rare Trade Log Show
🏲 (U) Blessing of Protection unique DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

☐ (UC/AT) Boots of Striding and Springing uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Show
Notes:

Requires Attunement

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.