Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
☐ (VR) Shield +3
very_rare
Trade Log
Show
Bracers of Archery
uncommon
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Show
Notes:
Wondrous item, uncommon (requires attunement)
"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Arrow-Catching Shield
uncommon
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Show
Notes:
Shield (shield), rare (requires attunement)
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
The Eye of the Deep Caller (Rod of the Pact Keeper +3)
very_rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep
Show
Notes:
Rod, very rare (requires attunement by a warlock)
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Opal of the Ild Rune
rare
DDAL05-14 Reeducation
Show
Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Orb of the Stein Rune
rare
DDAL05-14 Reeducation
Show
Notes:
Wondrous item, rare (requires attunement)
This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person.
Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
Stone Soul. You can't be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
Spellguard Shield
very_rare
DDAL-DRWEP02: Wings of Death
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Bracers of Defense
rare
DDAL-DRWEP02: Wings of Death
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
These bracers take the form of red satin evening gloves.
🗹 (VR/AT) Wakened Dragon’s Wrath Glaive (radiant)
very_rare
PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar
Assign Service Reward
Show
Notes:
Weapon (Crystal,Glave), very rare (requires attunement)
This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Modifiers: Melee Attacks +2, Melee Damage +2 Secondary Damage: 2d6 This item cannot gain or lose power or change states
☐ (VR/AT) Ring of Regeneration
very_rare
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
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.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| ☐ (VR) Shield +3 | very_rare | Trade Log | Show | |||
| Bracers of Archery | uncommon | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| Arrow-Catching Shield | uncommon | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
Shield (shield), rare (requires attunement) "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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| The Eye of the Deep Caller (Rod of the Pact Keeper +3) | very_rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep | Show | |||
|
Notes:
Rod, very rare (requires attunement by a warlock) "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Opal of the Ild Rune | rare | DDAL05-14 Reeducation | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fires Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
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| Orb of the Stein Rune | rare | DDAL05-14 Reeducation | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) This orb of granite is about the size of an adult human's fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it's on your person. Indomitable Stand. As an action, you can channel the orb's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn. Stone Soul. You can't be petrified. Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Stone. You can transfer the orb's magic to a nonmagical item—a shield or a pair of boots—by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form: Shield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks. Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone. |
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| Spellguard Shield | very_rare | DDAL-DRWEP02: Wings of Death | Show | |||
|
Notes:
Armor (shield), very rare (requires attunement) While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. |
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| Bracers of Defense | rare | DDAL-DRWEP02: Wings of Death | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield. These bracers take the form of red satin evening gloves. |
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| 🗹 (VR/AT) Wakened Dragon’s Wrath Glaive (radiant) | very_rare | PO-BMG-DRW-KS-05 The Ruins of Ancient Raumathar | Assign Service Reward | Show | ||
|
Notes:
Weapon (Crystal,Glave), very rare (requires attunement) This glittering crystal glaive makes an enjoyable crystal bell sound when it clashes with another object. Great with wedding toasts. This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 Radiant damage on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. Modifiers: Melee Attacks +2, Melee Damage +2 Secondary Damage: 2d6 This item cannot gain or lose power or change states |
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| ☐ (VR/AT) Ring of Regeneration | very_rare | Trade Log | Show | |||
|
Notes:
Ring, very rare (requires attunement) 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. |
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