Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Scroll of Greater Restoration
very_rare
DDAL07-17 Cauldron of Sapphire
Show
Figurine of Wondrous Power (Obsidian Steed)
very_rare
DDEP00-01 Red War (T3)
Trade Log
Show
Notes:
Flavor: This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, Tenebrax, is scratched in Infernal along the figure's belly.
Wand of Polymorph
very_rare
Trade Log
Show
Kyrzin’s ooze
very_rare
DDAL-DRW20 - The Death of Szass Tam
DDAL-DRW20 - The Death of Szass Tam
Show
Notes:
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition.
Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.
Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding's stat block).
Nine Lives Stealer (longsword)
very_rare
DDHC-DMM Dungeon of the Mad Mage Lv 22 (Service Award)
Trade Log
Show
Notes:
(Service Award)
Potion of Speed
very_rare
DDHC-TYP-Tomb of Horrors
Show
Potion of Supreme Healing
very_rare
DDAL-DRW04 Foreign Affairs
DDAL-DRW04 Foreign Affairs (part II)
Show
Potion of Vitality
very_rare
DDHC-TYP-Tomb of Horrors
Show
Potion of Supreme Healing
very_rare
DDHC-TYP-Tomb of Horrors
Show
Potion of Invisibility
very_rare
DDHC-TYP-Tomb of Horrors
Show
Potion of Cloud Giant Strength
very_rare
DDHC-TYP-Tomb of Horrors
Show
Shield of the Uven Rune (VR) (A)
very_rare
DDAL-DRW04 Foreign Affairs
DDAL-DRW04 Foreign Affairs (part II)
Show
Notes:
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one 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 shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Potion of Flying
very_rare
DDHC-TYP-Tomb of Horrors
Show
Spellguard Shield
very_rare
DDAL-DRW02 Wings of Death (Tier 4)
DDAL-DRW02 Wings of Death (Tier 4)
Show
Potion of Invulnerability
very_rare
DDAL05-08-Durlag's Tower
Show
Potion of Frost Giant Strength
very_rare
DDAL05-08-Durlag's Tower
Show
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.
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.)
Defender (Rapier)
legendary
DDHC-TYP-Tomb of Horrors
DDHC-TYP-Tomb of Horrors
Show
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Scroll of Greater Restoration | very_rare | DDAL07-17 Cauldron of Sapphire | Show | |||
| Figurine of Wondrous Power (Obsidian Steed) | very_rare | DDEP00-01 Red War (T3) | Trade Log | Show | ||
|
Notes:
Flavor: This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, Tenebrax, is scratched in Infernal along the figure's belly. |
||||||
| Wand of Polymorph | very_rare | Trade Log | Show | |||
| Kyrzin’s ooze | very_rare | DDAL-DRW20 - The Death of Szass Tam | DDAL-DRW20 - The Death of Szass Tam | Show | ||
|
Notes:
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin's ooze, you have resistance to poison and acid damage, and you're immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn. Symbiotic Nature. The ooze can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding's stat block). |
||||||
| Nine Lives Stealer (longsword) | very_rare | DDHC-DMM Dungeon of the Mad Mage Lv 22 (Service Award) | Trade Log | Show | ||
|
Notes:
(Service Award) |
||||||
| Potion of Speed | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Potion of Supreme Healing | very_rare | DDAL-DRW04 Foreign Affairs | DDAL-DRW04 Foreign Affairs (part II) | Show | ||
| Potion of Vitality | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Potion of Supreme Healing | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Potion of Invisibility | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Potion of Cloud Giant Strength | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Shield of the Uven Rune (VR) (A) | very_rare | DDAL-DRW04 Foreign Affairs | DDAL-DRW04 Foreign Affairs (part II) | Show | ||
|
Notes:
While holding the shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one 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 shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
||||||
| Potion of Flying | very_rare | DDHC-TYP-Tomb of Horrors | Show | |||
| Spellguard Shield | very_rare | DDAL-DRW02 Wings of Death (Tier 4) | DDAL-DRW02 Wings of Death (Tier 4) | Show | ||
| Potion of Invulnerability | very_rare | DDAL05-08-Durlag's Tower | Show | |||
| Potion of Frost Giant Strength | very_rare | DDAL05-08-Durlag's Tower | Show | |||
| 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. |
||||||
| 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. |
||||||
| 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 |
||||||
| Defender (Rapier) | legendary | DDHC-TYP-Tomb of Horrors | DDHC-TYP-Tomb of Horrors | Show | ||