Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tome of Leadership and Influence
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, very rare
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Defender, Shortsword
legendary
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Trade Log
Show
Notes:
Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Ring of Regeneration
very_rare
Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion
Trade Log
Show
Ascendant Gem Dragon-touched Focus
legendary
DDAL-DRW19 Fall the Cold Night
DDAL-DRW19 Fall the Cold Night
Show
Notes:
wondrous item, legendary (requires attunement by a spellcaster), ,
Value/Weight:
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.
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Gem. 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 a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.
Gem. Rary's telepathic bond, Raulothim's psychic lance
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.
The Simbul's Guise (Cloak of Invisibility
legendary
BMG-DRW-OD-11 - Summit at Tantras
BMG-DRW-OD-11 - Summit at Tantras
Show
Notes:
While wearing this cloak, you can pull its hood over your head to cause yourself to become [condition]invisible[/condition]. While you are [condition]invisible[/condition], anything you are carrying or wearing is [condition]invisible[/condition] with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are [condition]invisible[/condition], in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Guardian. This cloak has the guardian minor property from p.148 of the Dungeon Master's Guide (DMG). It warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn't incapacitated.
This tattered Mantle of Gossamer white silk once adorned the shoulders of The Simul's vengeful simulacrum. An echo of the construct's animating force has suffused the fabric, causing the hem of garment to glow with a faint, silvery sheen.
Red Wizard Blade
legendary
DDAL Service Awards Season 12B
DDAL Service Awards Season 12B
Show
Notes:
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
Robes of the Arch Magi
legendary
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Sapphire Buckler
very_rare
DDAL-DRW19 Fall the Cold Night
DDAL-DRW19 Fall the Cold Night
Show
Notes:
shield (shield), very rare (requires attunement), ,
Value/Weight: 6 lb.
Details: AC +2
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.
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
DDAL05-19 The Eye of Xxiphu
Show
Notes:
wonderous item, very rare
The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched.
Wand of Wonder
rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
The wand 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 dust and is destroyed.
d100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
The Eye of Xxiphu
legendary
DDAL05-19 The Eye of Xxiphu
DDAL05-19 The Eye of Xxiphu
Show
Notes:
Wondrous item, legendary
While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Ruby Weave Gem
legendary
BMG-DRW-OD-10 Across the Glacier of the White Worm
BMG-DRW-OD-10 Across the Glacier of the White Worm
Show
Notes:
Wondrous Item, legendary (requires attunement by a spellcaster)
While you are holding this gem, you can use it as a spellcasting focus for your spells.
The gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell's material components with a gold piece cost, up to 500 gp per charge expended.
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
Deathshield (Defender Greatsword)
legendary
DDAL-09-20 - Where Devils Fear to Tread
DDAL-09-20 - Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start
of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Enduring Spellbook
common
BMG-DRW-OD-10 Across the Glacier of the White Worm
BMG-DRW-OD-10 Across the Glacier of the White Worm
Show
Notes:
Wondrous Item, common
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Helm of the Scavenger
legendary
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
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Notes:
Wondrous item, legendary (requires attunement by a spellcaster)
This ornate chair is designed to propel and maneuver a ship through space.
Passive Properties. The following properties of the helm come into play even when no creature is attuned to it:
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.
When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship’s decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel’s beam.
Active Properties. The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:
You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.
You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot × 10.
Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.
Whenever you like, you can see what’s happening on and around the vessel as though you were standing in a location of your choice aboard it.
Drawback. While attuned to the helm, you cannot expend your own spell slots.
Anstruth Harp
very_rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wondrous item, very rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Robe of Eyes
rare
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Rod of Lordly Might
legendary
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair
Show
Notes:
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Clothes of Mending, Guardian
common
PSDC-LOF | Last of the First Tier 4
PSDC-LOF | Last of the First Tier 4
Show
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Guardian: +2 bonus to initiative rolls
Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Name | Rarity | Location | Table | Result | Source | |
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Tome of Leadership and Influence | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous item, very rare This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Defender, Shortsword | legendary | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Trade Log | Show | ||
Notes:
Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Ring of Regeneration | very_rare | Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion | Trade Log | Show | ||
Ascendant Gem Dragon-touched Focus | legendary | DDAL-DRW19 Fall the Cold Night | DDAL-DRW19 Fall the Cold Night | Show | ||
Notes:
wondrous item, legendary (requires attunement by a spellcaster), , Value/Weight: 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. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Gem. 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 a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. Gem. Rary's telepathic bond, Raulothim's psychic lance 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. |
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The Simbul's Guise (Cloak of Invisibility | legendary | BMG-DRW-OD-11 - Summit at Tantras | BMG-DRW-OD-11 - Summit at Tantras | Show | ||
Notes:
While wearing this cloak, you can pull its hood over your head to cause yourself to become [condition]invisible[/condition]. While you are [condition]invisible[/condition], anything you are carrying or wearing is [condition]invisible[/condition] with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are [condition]invisible[/condition], in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. Guardian. This cloak has the guardian minor property from p.148 of the Dungeon Master's Guide (DMG). It warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn't incapacitated. This tattered Mantle of Gossamer white silk once adorned the shoulders of The Simul's vengeful simulacrum. An echo of the construct's animating force has suffused the fabric, causing the hem of garment to glow with a faint, silvery sheen. |
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Red Wizard Blade | legendary | DDAL Service Awards Season 12B | DDAL Service Awards Season 12B | Show | ||
Notes:
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell. |
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Robes of the Arch Magi | legendary | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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Sapphire Buckler | very_rare | DDAL-DRW19 Fall the Cold Night | DDAL-DRW19 Fall the Cold Night | Show | ||
Notes:
shield (shield), very rare (requires attunement), , Value/Weight: 6 lb. Details: AC +2 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. |
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Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | DDAL05-19 The Eye of Xxiphu | Show | ||
Notes:
wonderous item, very rare The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched. |
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Wand of Wonder | rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. d100 Effect |
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The Eye of Xxiphu | legendary | DDAL05-19 The Eye of Xxiphu | DDAL05-19 The Eye of Xxiphu | Show | ||
Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat. |
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Ruby Weave Gem | legendary | BMG-DRW-OD-10 Across the Glacier of the White Worm | BMG-DRW-OD-10 Across the Glacier of the White Worm | Show | ||
Notes:
Wondrous Item, legendary (requires attunement by a spellcaster) While you are holding this gem, you can use it as a spellcasting focus for your spells. |
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Deathshield (Defender Greatsword) | legendary | DDAL-09-20 - Where Devils Fear to Tread | DDAL-09-20 - Where Devils Fear to Tread | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start |
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Enduring Spellbook | common | BMG-DRW-OD-10 Across the Glacier of the White Worm | BMG-DRW-OD-10 Across the Glacier of the White Worm | Show | ||
Notes:
Wondrous Item, common |
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Helm of the Scavenger | legendary | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wondrous item, legendary (requires attunement by a spellcaster) This ornate chair is designed to propel and maneuver a ship through space. Passive Properties. The following properties of the helm come into play even when no creature is attuned to it: When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel’s beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit. You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot. |
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Anstruth Harp | very_rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wondrous item, very rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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Robe of Eyes | rare | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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Rod of Lordly Might | legendary | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage, Level 23: Mad Wizard’s Lair | Show | ||
Notes:
Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword). If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. |
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Clothes of Mending, Guardian | common | PSDC-LOF | Last of the First Tier 4 | PSDC-LOF | Last of the First Tier 4 | Show | ||
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. Guardian: +2 bonus to initiative rolls |
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Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |