Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Evasion
rare
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.
Woe
unique
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.”
Discord
unique
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.
Ring of Regeneration
very_rare
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.
Elven Chain
rare
Trade Log
Show
Notes:
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Tome of Clear Thought
very_rare
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
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 book's 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.
Staff of Thunder and Lightning
very_rare
DDAL05-08 Durlag's Tower Session 2
Show
Notes:
Very Rae (Requires Attunement)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.
Dread Cutlass (Scimitar of Speed)
very_rare
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Periwinkle's Hat of Piracy (Hat of Wizardry)
common
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard 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.
Staff of Power
very_rare
Trade Log
Show
Notes:
taff, 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 roll but loses all other properties. On a 20, the staff regain 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 x the number of charge 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.
Ring of Warmth
uncommon
Trade Log
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
This ring sports a setting of three rubies, each cut to look like an eye. The ring grows warm when within 120 feet of a beholder or beholder-kin.
Staff of Defense
rare
DDHC-GSF Giants of the Star Forge
Show
Notes:
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Staff of Fate
very_rare
Trade Log
Show
Notes:
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
a six-foot-long staff made of transparent crystal
Arcane Grimoire +2
rare
Trade Log
Show
Notes:
Wondrous item rare (+2) (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Name | Rarity | Location | Table | Result | Source | |
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Ring of Evasion | rare | 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. |
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Woe | unique | 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.” |
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Discord | unique | 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. |
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Ring of Regeneration | very_rare | 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. |
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Elven Chain | rare | Trade Log | Show | |||
Notes:
Armor (chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. |
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Tome of Clear Thought | very_rare | CCC-TAROT-0105 The Lost Apprentice | Show | |||
Notes:
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 book's 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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Staff of Thunder and Lightning | very_rare | DDAL05-08 Durlag's Tower Session 2 | Show | |||
Notes:
Very Rae (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one. |
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Dread Cutlass (Scimitar of Speed) | very_rare | SJ-DC-DWR-03 Red Flag of Dread | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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Periwinkle's Hat of Piracy (Hat of Wizardry) | common | SJ-DC-DWR-03 Red Flag of Dread | Show | |||
Notes:
Wondrous item, common (requires attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
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Staff of Power | very_rare | Trade Log | Show | |||
Notes:
taff, 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 roll but loses all other properties. On a 20, the staff regain 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 x the number of charge 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. |
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Ring of Warmth | uncommon | Trade Log | Show | |||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. |
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Staff of Defense | rare | DDHC-GSF Giants of the Star Forge | Show | |||
Notes:
Staff, Rare (requires attunement) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required. The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |
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Staff of Fate | very_rare | Trade Log | Show | |||
Notes:
Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. a six-foot-long staff made of transparent crystal |
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Arcane Grimoire +2 | rare | Trade Log | Show | |||
Notes:
Wondrous item rare (+2) (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |