Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Fear
rare
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
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’t 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 prevents 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.
Tome of Clear Thought
very_rare
DDHC-TYP-6
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
The Right Chakram of Shar (Defender scimitar with Guardian Property)
legendary
FR-DC-PANDORA-JWEI-S2-07
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class.
For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Flavor: This chakram is forged in pair with the malic, sorrow, hatred, and despair of Shar all poured into its forging process. It is coated with a layer of shadow weave mthen folded and sharpened to an unimaginable extent. Every arc it does, every swing it takes, traces of stars can be seen in its trail. This chakram appears to be a non-sentient weapon. Only the Left Chakram of Shar knew what had happened to her sister.
The Left Chakram of Shar (Moonblade shortsword with Temperate Property)
legendary
DDAL06-03
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Weapon (shortsword), legendary (requires attunement by a Creature of the Weapon’s Choice: In this case, a creature that worships ONLY Shar and must be attuned to and holding The Right Chakram of Shar)
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make d20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
Moonblade Property. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property:
- Its weapon’s bonus to attack rolls and damage roll
is already increased to +3.
- When the user hits with an attack roll using the
moonblade, they deal 3d6 force damage on a hit.
- The Moonblade scores a Critical hit on a roll of 19
or 20 on the D20.
- The Moonblade has the properties of a Ring of
Spell Storing.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table. This Moonblade has the Temperate Property.
Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when themwielder is either in a trance or asleep.
Personality. The chakram rarely speaks. If it did, it simplymagrees and echoes what its sister, the other chakram, wouldmhave possibly said.
Flavor: This chakram is forged in pair with the malic,msorrow, hatred, and despair of Shar all poured into its forging process. It is coated with a layer of shadow weavemthen folded and sharpened to an unimaginable extent. Every arc it does, every swing it takes, traces of stars can be seen in its trail. This chakram can only be wielded when her user is holding her sister, The Right Chakram of Shar
Tankard of Plenty
common
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
This golden stein is decorated with dancing dwarves and grain patterns.
If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn.
Shar's Veil
unique
FR-DC-CN-01 Calimshani Nights
FR-DC-CN-01 Calimshani Nights
Show
Notes:
Wondrous item, unique.
Once per long rest, while you wear this purple and black, shadowy veil, it gives the illusion of death and decay for 1 hour. Lying motionless, your body appears to be dead. In motion, you appear to be an undead creature, but your creature type is not changed to undead. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 13 Intelligence (Investigation) check.
Ruby of the War Mage
common
DC-MIKE-01 The Clash for the Multiversal Championship
DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Ring of Free Action
rare
DDHC-RoT Rise of Tiamat (Hoard of Tiamat)
DDHC-RoT Rise of Tiamat
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Rhythm Maker's Drum
uncommon
Level 5 Magic Item
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, uncommon (+1), (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Pipe of Remembrance
common
FR-DC-CN-01 Calimshani Nights
FR-DC-CN-01 Calimshani Nights
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
Periapt of Wound Closure
uncommon
DDHC-TYP-3
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Nightsinger
legendary
FR-DC-CN-01 Calimshani Nights
FR-DC-CN-01 Calimshani Nights
Show
Notes:
Weapon (Shortsword), legendary (requires attunement)
Martial weapon, melee weapon
3 lb.
1d6 Slashing
Mastery: Vex
Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.
Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals.
Illusion (Minor Property)
Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object.
Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness.
Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself.
Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes.
Attunement Rite (flavor only)
To attune to this blade the wielder has to pledge their loyalty to the Spellblades cause. To answer whenever they call and to serve as an assassin in the shadow. Otherwise the blade refuses to attune to any wielder that would deny this offering.
Dark Runes of the Blade
Nightsinger is especially sharp and has gotten only sharper with every life it took. Attack and Damage rolls are increased by an +3 as the blade leeches the life out of its targets. This thirst for sending creatures into oblivion also manifests in Nightsinger dealing an extra 3d6 Force damage.
Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20
When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand.
Nightsinger's Personality
Loyal Hound: Nightsinger is loyal towards the Spellblade's cause. If the wielder goes against a call or the will of the Spellblade's leaders it might even unattune itself after a lot of complaints.
Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder.
Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword.
Necklace of Prayer Beads
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
Blessing: Bless
Curing: Cure wounds (2nd level) or lesser restoration
Favor: Greater restoration
Wind walking: Wind walk
Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Longsword +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (Longsword). 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.
Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (Longbow). 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.
Leather Armor +1
rare
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Armor (light), rare (+1)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Kyrzin’s Ooze
very_rare
DDAL-DRW-20 The Death of Szass Tam
DDAL-DRW-20 The Death of Szass Tam
Show
Notes:
Wondrous item, 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 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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Fear | rare | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | 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’t 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 prevents 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. |
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| Tome of Clear Thought | very_rare | DDHC-TYP-6 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare |
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| The Right Chakram of Shar (Defender scimitar with Guardian Property) | legendary | FR-DC-PANDORA-JWEI-S2-07 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Weapon (scimitar), legendary (requires attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it. Flavor: This chakram is forged in pair with the malic, sorrow, hatred, and despair of Shar all poured into its forging process. It is coated with a layer of shadow weave mthen folded and sharpened to an unimaginable extent. Every arc it does, every swing it takes, traces of stars can be seen in its trail. This chakram appears to be a non-sentient weapon. Only the Left Chakram of Shar knew what had happened to her sister. |
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| The Left Chakram of Shar (Moonblade shortsword with Temperate Property) | legendary | DDAL06-03 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Weapon (shortsword), legendary (requires attunement by a Creature of the Weapon’s Choice: In this case, a creature that worships ONLY Shar and must be attuned to and holding The Right Chakram of Shar) Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain. Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn’t want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make d20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer. Moonblade Property. A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property:
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table. This Moonblade has the Temperate Property. Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when themwielder is either in a trance or asleep. Personality. The chakram rarely speaks. If it did, it simplymagrees and echoes what its sister, the other chakram, wouldmhave possibly said. Flavor: This chakram is forged in pair with the malic,msorrow, hatred, and despair of Shar all poured into its forging process. It is coated with a layer of shadow weavemthen folded and sharpened to an unimaginable extent. Every arc it does, every swing it takes, traces of stars can be seen in its trail. This chakram can only be wielded when her user is holding her sister, The Right Chakram of Shar |
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| Tankard of Plenty | common | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
|
Notes:
This golden stein is decorated with dancing dwarves and grain patterns. If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn. |
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| Shar's Veil | unique | FR-DC-CN-01 Calimshani Nights | FR-DC-CN-01 Calimshani Nights | Show | ||
|
Notes:
Wondrous item, unique. Once per long rest, while you wear this purple and black, shadowy veil, it gives the illusion of death and decay for 1 hour. Lying motionless, your body appears to be dead. In motion, you appear to be an undead creature, but your creature type is not changed to undead. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on a DC 13 Intelligence (Investigation) check. |
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| Ruby of the War Mage | common | DC-MIKE-01 The Clash for the Multiversal Championship | DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
|
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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| Ring of Free Action | rare | DDHC-RoT Rise of Tiamat (Hoard of Tiamat) | DDHC-RoT Rise of Tiamat | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Rhythm Maker's Drum | uncommon | Level 5 Magic Item | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
|
Notes:
Wondrous item, uncommon (+1), (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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| Pipe of Remembrance | common | FR-DC-CN-01 Calimshani Nights | FR-DC-CN-01 Calimshani Nights | Show | ||
|
Notes:
Wondrous item, common |
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| Periapt of Wound Closure | uncommon | DDHC-TYP-3 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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| Nightsinger | legendary | FR-DC-CN-01 Calimshani Nights | FR-DC-CN-01 Calimshani Nights | Show | ||
|
Notes:
Weapon (Shortsword), legendary (requires attunement) Sentience. A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep. Personality. A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer’s alignment differs from that of the weapon’s or the bearer’s goals later clash with the weapon’s goals. Illusion (Minor Property) Powerful magic was woven into this blade, the wielder is able to call upon this latent magic to conceal the weapon. Usually letting it look like a non threatening object. Appearance. The blade of this sword is black as the night sky, it seems to swallow all light that reaches it and only in total darkness one can see the many purple runes etched into the blade itself. The blade itself seems to be more like a living shadow than an actual blade since it is always wreathed in misty darkness. Whose blade. This sword belonged to one of the first Spellblades who was blessed with it by Shar herself. Name & tale. This sword was originally a relic of Selune which was stolen by the Spellblades and corrupted by their goddess Shar. Now it serves their dark purposes. Attunement Rite (flavor only) Dark Runes of the Blade Nightsinger can move to an extent on its own, when the wielder stabs another creature it instinctively moves itself to slice in direction of vital organs. Through that Nightsinger achieves critical hits on a 19-20 When an enemy is out of reach Nightsinger can be controlled by the wielders mind to fly 20/60ft towards their target, slicing on its own through it. Afterwards it instantly dissapears in an shadowy mist, reappearing in its masters hand. Nightsinger's Personality Loves Music: Nightsinger loves dark and eery music, usually humming its own tunes in the head of its wielder. Thirst for Death: Nightsinger longs to send creatures to their oblivion, every time the wielder kills a creature they feel a slight approval from the sword. |
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| Necklace of Prayer Beads | rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. Blessing: Bless |
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| Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare |
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| Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare |
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| Longsword +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
|
Notes:
Weapon (Longsword). 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. |
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| Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
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Notes:
Weapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed |
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| Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
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Notes:
Weapon (Longbow). 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. |
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| Leather Armor +1 | rare | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
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Notes:
Armor (light), rare (+1) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. |
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| Kyrzin’s Ooze | very_rare | DDAL-DRW-20 The Death of Szass Tam | DDAL-DRW-20 The Death of Szass Tam | Show | ||
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Notes:
Wondrous item, very rare (requires attunement) 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. |
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