Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of the Devout +1
uncommon
DDHC-WBW Wild Beyond the Witchlight
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.
Blood Fury Tattoo
common
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous Item (Tattoo), Legendary (Requires Attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” 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.
Bloodwell Vial
common
DDHC-WBW Wild Beyond the Witchlight
Show
Boots of Speed
rare
DC-WBW-PKL-02 Water, Water Everywhere and Not a Drop a Beer.
Show
Notes:
Guardian Property
Cloak of Arachnida
common
DDAL-DRW-EP-04 Tears Among the Tears
Show
Cubic Gate
legendary
DDAL08-17 The Tower of Ahghairon
Show
Eldritch Staff
very_rare
DDHC-WBW Wild Beyond the Witchlight
Show
Flametongue Sword (pick a type)
common
DDHC-TOA-10 Ruins of Hisari
Show
Goggles of Night
uncommon
DDHC-WBW Wild Beyond the Witchlight
Show
Greater Silver Sword
legendary
PO-BK1-08 Dark Side of the Rune
Show
Helm of Teleportation
common
DDHC-TOA-15 Maze of Shadows
Show
Ioun Stone of Mastery
common
DDAL-DRW-EP-04 Tears Among the Tears
Show
Knave's Eyepatch
common
DDAL-DRW-EP-04 Tears Among the Tears
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.
Lantern of Revealing
common
DDHC-TOA-15 Maze of Shadows
Show
Mace of Terror
common
DDHC-TOA-7 The Ruins of Mezro
Show
Mantle of Spell Resistance
rare
DC-WBW-PKL-05 Fey Realm of Horrors
Show
Oathbinder
legendary
DDHC-TOA-15 Maze of Shadows
Show
Potion of Mind Control (Monster)
common
DDAL-DRW-EP-04 Tears Among the Tears
Show
Notes:
Potion, Very Rare
This potion is a yellow fluid that has cloudy black streaks throughout.
When you drink this potion, you can cast a dominate monster spell (save DC 15) before the end of your next turn.
If the target’s initial saving throw fails, the effect lasts for 1 hour (no concentration required). The charmed creature has disadvantage on new saving throws to break the effect during this time.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of the Devout +1 | uncommon | DDHC-WBW Wild Beyond the Witchlight | 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. |
||||||
Blood Fury Tattoo | common | DDAL-DRW-20 The Death of Szass Tam | Show | |||
Notes:
Wondrous Item (Tattoo), Legendary (Requires Attunement) When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.” 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. |
||||||
Bloodwell Vial | common | DDHC-WBW Wild Beyond the Witchlight | Show | |||
Boots of Speed | rare | DC-WBW-PKL-02 Water, Water Everywhere and Not a Drop a Beer. | Show | |||
Notes:
Guardian Property |
||||||
Cloak of Arachnida | common | DDAL-DRW-EP-04 Tears Among the Tears | Show | |||
Cubic Gate | legendary | DDAL08-17 The Tower of Ahghairon | Show | |||
Eldritch Staff | very_rare | DDHC-WBW Wild Beyond the Witchlight | Show | |||
Flametongue Sword (pick a type) | common | DDHC-TOA-10 Ruins of Hisari | Show | |||
Goggles of Night | uncommon | DDHC-WBW Wild Beyond the Witchlight | Show | |||
Greater Silver Sword | legendary | PO-BK1-08 Dark Side of the Rune | Show | |||
Helm of Teleportation | common | DDHC-TOA-15 Maze of Shadows | Show | |||
Ioun Stone of Mastery | common | DDAL-DRW-EP-04 Tears Among the Tears | Show | |||
Knave's Eyepatch | common | DDAL-DRW-EP-04 Tears Among the Tears | 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. |
||||||
Lantern of Revealing | common | DDHC-TOA-15 Maze of Shadows | Show | |||
Mace of Terror | common | DDHC-TOA-7 The Ruins of Mezro | Show | |||
Mantle of Spell Resistance | rare | DC-WBW-PKL-05 Fey Realm of Horrors | Show | |||
Oathbinder | legendary | DDHC-TOA-15 Maze of Shadows | Show | |||
Potion of Mind Control (Monster) | common | DDAL-DRW-EP-04 Tears Among the Tears | Show | |||
Notes:
Potion, Very Rare This potion is a yellow fluid that has cloudy black streaks throughout. When you drink this potion, you can cast a dominate monster spell (save DC 15) before the end of your next turn. If the target’s initial saving throw fails, the effect lasts for 1 hour (no concentration required). The charmed creature has disadvantage on new saving throws to break the effect during this time. |