Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Nine Lives Stealer (longsword) very_rare DDHC-DMM Dungeon of the Mad Mage Lv 22 (Service Award) Trade Log Show
Notes:

(Service Award)

Rod of Security very_rare DDAL00-01 Window to the Past Trade Log Show
Wand of Polymorph very_rare Trade Log Show
Instrument of the Bards (Anstruth Harp) very_rare DDAL-DRW18 Against the Machine DDAL-DRW18 Against the Machine Show
Blood fury tattoo legendary DDAL-DRW20 - The Death of Szass Tam DDAL-DRW20 - The Death of Szass Tam Show
Notes:

Produced by a special needle, this magic tattoo evokes fury in its form and colors.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:

When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.

Staff of the Magi legendary DDAL07-17 Cauldron of Sapphire DDAL07-17 Cauldron of Sapphire Show
Notes:

Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power and
all it asks is that you honor Ubtao in the process. Though it is crafted of stone, the staff is surprisingly
light and easy to use.)

Scarab of Protection legendary DDAL09-19 Fang and Claw DDAL09-19 Fang and Claw Show
Notes:

Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: • You have advantage on saving throws against spells. • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Potion of Frost Giant Strength very_rare DDAL05-08-Durlag's Tower Show
Potion of Superior Healing very_rare DDAL05-08-Durlag's Tower Show
Potion of Fire Resistance common DDAL00-07 The Embers of Hate Show
Instrument of the Bards (Cli Lyre) common DDHC00-GSM Ch.8 Styes Trade Log Show
Tome of Leadership & Influence common CCC-TRI-15 YUL1-4 The Dark of the Hive Trade Log Show
Ring of Spell Storing rare Trade Log Show
Scroll of Supreme Healing very_rare ALMOG-03-TALES03-01: Claws of Fury Show
Antitoxin common ALMOG-03-TALES03-01: Claws of Fury Show
Scroll of Enhance Ability rare ALMOG-03-TALES03-01: Claws of Fury Show
Scroll of Grasping Vine rare ALMOG-03-TALES03-01: Claws of Fury Show
Scroll of Greater Restoration common DDAL-DRW04 Foreign Affairs (part I) Show
Spell scroll of Anti-life common DDAL 05-11 Forgotten Traditions Show
Portable Hole common DDAL-DRW-17 Expedition to the Supreme Forge DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

Unlocked Magic Items