Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Maul +1 uncommon Level 5 Magic Item Character Build (Level 5) Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
10 lb.

2d6 Bludgeoning
Heavy, Two‑Handed
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Periapt of Wound Closure common DDHC-TYP-3 Service Rewards 50th Anniversary 1.2 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.

Vicious Glaive rare CCC-SVH01-02 Service Rewards 50th Anniversary 1.2 Show
Notes:

Weapon, rare
Martial weapon, melee weapon
6 lb.

1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Graze
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Clockwork Amulet common BMG-MOON-MD-01 Reverie and Murder BMG-MOON-MD-01 Reverie and Murder Show
Notes:

Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Manual of Bodily Health very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth Service Rewards 50th Anniversary 1.2 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 score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Belt of Hill Giant Strength rare DDHC-RoT-4 Service Rewards 50th Anniversary 1.2 Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

The Mind Fortress (Ring of Mind Shielding) uncommon CCC-GHC-BK2-06 Eye of Darkness Heart of Light CCC-GHC-BK2-06 Eye of Darkness Heart of Light Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Spelljammer Suit (Cast Off Half Plate) common FR-DC-MIND Mindflayed Adventures FR-DC-MIND Mindflayed Adventures Show
Notes:

Medium armor, common
40 lb.

AC 15 + Dex (max 2)
You can doff this armor as a Magic action.

The wearer has Disadvantage on Dexterity (Stealth) checks.

This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.

Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.

Belt of Hill Giant Strength rare FR-DC-MIND Mindflayed Adventures FR-DC-MIND Mindflayed Adventures Show
Notes:

Wondrous item, rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

This strange belt seems to be made from some biological matter, it fuses with the wearer and grants it psionic strength. Even if the wearer has "no muscles", with this belt he could lift and carry huge boulders.

Minor Property: Wicked, the belt makes you hungry. And suddenly you feel like brains aren't that gross anymore!

Cloak of Billowing (Guardian) common FR-DC-BOUNTY-01 D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Guardian Property: +2 Initiative

Moon-Touched Longsword (Guardian) common PO-BMG-DRW-KS-04 - Beneath the Granite Peaks D&D Adventurers League Service Awards 2025v2 Show
Notes:

Weapon (Longsword), common

Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Guardian Tankard of Sobriety common SJ-DC-TRIDEN-BZ Sweet Dreams are Made of Bees D&D Adventurers League Service Awards 2025v2 Show
Notes:

Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Guardian Staff of Adornment common SJ-DC-IGC-ECP-05 Behold, Tiamatron D&D Adventurers League Service Awards 2025v2 Show
Notes:

Staff, weapon, common
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple

If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition

Chardalyn Dagger (Sylvan Talon Dagger) common FR-DC-IT-02 Icewind Tales: Frozen Hearts D&D Adventurers League Service Awards 2025v2 Show
Notes:

Weapon (Dagger), common (requires attunement)
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
While this weapon is on your person, you understand the non-written communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.

This pristine dagger seems to be made out of black ice that radiates a cold aura and whispers dark thoughts into your head.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.

Glamoured Studded Leather rare WBW-DC-FWF Book It & Bale Out D&D Adventurers League Service Awards 2025v2 Show
Notes:

Light armor (studded leather armor), rare
13 lb.

AC 12 + Dex
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.

Minor Property: Gleaming
This item never gets dirty.

Vicious Scimitar rare Traded Trade Log Show
Notes:

Weapon (Scimitar), rare
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Finesse, Light
Mastery: Nick
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Vicious Shortsword rare Traded Trade Log Show
Notes:

Weapon (Shortsword), rare
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Cloak of Displacement rare CCC-SFBay-02-01 Old Enemies Arise CCC-SFBay-02-01 Old Enemies Arise Show
Notes:

Wondrous item, rare (requires attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

Boots of Striding and Springing uncommon DDHC-TfYP-06 WPM White Plume Mountain Show
Plate Armor of Vulnerability (Slashing) rare DDHC-TfYP-06 WPM White Plume Mountain Show