Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Cloak of Arachnida very_rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

Wondrous Item, very Rare (Requires Attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.

Belt of Stone Giant Strength very_rare DDAL-DRW-14 The City That Should Not Be 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.

Rod of Absorption very_rare DDAL00-02E Forgotten Foes Show
Notes:

Requires Attunement

While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell's Effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no Effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Scimitar +3 very_rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

You have a +3 bonus to attack and damage rolls made with this weapon.

Weapon +2 rare Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe Show
Notes:

A +2 weapon of the character’s choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs.
Against orcs, the weapon inflicts +2d6 damage.

Amulet of Health rare Prinzess of the Apocalyps (Hardcover) - Tempel of the crushing wave Show
Notes:

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.

Dragon Slayer Shortsword rare Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye Show
Notes:

Weapon (shortsword), 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.

Bracers of Defense rare Trade Log Show
Notes:

Wondrous Item, Rare (Requires Attunement) These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Wand of Fear rare Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye Show
Notes:

Wand, rare (requires attunement)

This wand has 7 charges for the following properties. It 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.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Tentacle Rod rare Prinzess of the Apocalyps (Hardcover) - Chapter5 Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Flame Tongue (Shortsword) rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

Weapon (Shortsword), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Feature: This sword is forged from glistening obsidian.

Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Shortsword of Warning uncommon DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms Show
Notes:

This Magic Weapon warns you of danger. While the weapon is on your person, you have advantage on Initiative rolls. In addition, you and any of your Companions within 30 feet of you can’t be surprised, except when Incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your Companions within range if any of you are sleeping naturally when Combat begins.

Mariner's Armor uncommon Prinzess of the Apocalyps (Hardcover) Show
Notes:

Armor (medium, scale), uncommon

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.

Scimitar +1 uncommon Prinzess of the Apocalyps (Hardcover) Show
Notes:

Weapon (any), uncommon (+1)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.

Alchemy Jug uncommon Prinzess of the Apocalyps (Hardcover) Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Adamantine Armor (Splint) uncommon DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Wand of the War Mage +1 uncommon Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Trident of Fish Command uncommon Prinzess of the Apocalyps (Hardcover) - Chapter5 Show
Notes:

Weapon (trident), uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.