Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Boots of Speed
rare
DC-WBW-PKL-02 Water, Water Everywhere and Not a Drop a Beer.
Show
Notes:
Guardian Property
Mantle of Spell Resistance
rare
DC-WBW-PKL-05 Fey Realm of Horrors
Show
Rod of Absorption
very_rare
PO-BK1-07 Beyond This Portal
Show
Staff of Power
very_rare
Trade Log
Show
Potion of Supreme Healing
very_rare
DDHC-TOA-7 The Ruins of Mezro
Show
Eldritch Staff
very_rare
DDHC-WBW Wild Beyond the Witchlight
Show
Sapphire Buckler
very_rare
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Greater Silver Sword
legendary
PO-BK1-08 Dark Side of the Rune
Show
Ascendant Dragon-Touched Focus (Gem)
legendary
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. While carrying it, you gain the following benefits:
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn.
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.
Cubic Gate
legendary
DDAL08-17 The Tower of Ahghairon
Show
Kyrzin's Ooze
legendary
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement)
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 acid and poison 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 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 (see the Monster Manual) allied with the Far Realm.
Spare
legendary
DDHC-TOA-13 The Risen Mists
Show
Tome of the Stilled Tongue
legendary
CCC-GHC-BK03-09 A Convergence of Gods
Show
Oathbinder
legendary
DDHC-TOA-15 Maze of Shadows
Show
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Boots of Speed | rare | DC-WBW-PKL-02 Water, Water Everywhere and Not a Drop a Beer. | Show | |||
Notes:
Guardian Property |
||||||
Mantle of Spell Resistance | rare | DC-WBW-PKL-05 Fey Realm of Horrors | Show | |||
Rod of Absorption | very_rare | PO-BK1-07 Beyond This Portal | Show | |||
Staff of Power | very_rare | Trade Log | Show | |||
Potion of Supreme Healing | very_rare | DDHC-TOA-7 The Ruins of Mezro | Show | |||
Eldritch Staff | very_rare | DDHC-WBW Wild Beyond the Witchlight | Show | |||
Sapphire Buckler | very_rare | DDAL-DRW-19 Fall the Cold Night | Show | |||
Notes:
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. |
||||||
Greater Silver Sword | legendary | PO-BK1-08 Dark Side of the Rune | Show | |||
Ascendant Dragon-Touched Focus (Gem) | legendary | DDAL-DRW-19 Fall the Cold Night | Show | |||
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. While carrying it, you gain the following benefits: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power. |
||||||
Cubic Gate | legendary | DDAL08-17 The Tower of Ahghairon | Show | |||
Kyrzin's Ooze | legendary | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement) 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 acid and poison 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 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 (see the Monster Manual) allied with the Far Realm. |
||||||
Spare | legendary | DDHC-TOA-13 The Risen Mists | Show | |||
Tome of the Stilled Tongue | legendary | CCC-GHC-BK03-09 A Convergence of Gods | Show | |||
Oathbinder | legendary | DDHC-TOA-15 Maze of Shadows | Show |