Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Staff of Striking
very_rare
DWB AL Trading Post
Trade Log
Show
Notes:
This quarterstaff is carved from one of the ancient trees in the deepest forests of the Moonshae Isles, a tree rumored to be blessed by the Earthmother herself. Though separated from its parent tree, that blessing yet lives within this staff. Small leaves grow from the crown of the quarterstaff in every hue, vibrant and full of life's splendor.
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made
with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In
addition, you can use your reaction when another creature casts a spell that targets only you. If you do,
the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the
absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff
explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of
the following spells from it, using your spell save DC and spellcasting ability:
conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7
charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce,light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Stone of Good Luck
uncommon
DDHC-JttRC In the Mist of the Manavarsha
DDHC-JttRC In the Mist of the Manavarsha
Show
Sun Blade
rare
Acquired through trading From FB AL trading group
Trade Log
Show
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Sword of Sharpness (scimitar)
very_rare
Trade Log
Show
Tasha’s Creeping Keelboat
very_rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
Trade Log
Show
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.
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.
Tome of Clear Thought
very_rare
DDHC-TYP Against the Giants
Trade Log
Show
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.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye.
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.
Tome of Understanding
very_rare
BMG-PHLAN1-2 Enemy of My Enemy
BMG-PHLAN1-2 Enemy of My Enemy
Show
Notes:
Wondrous Item, very rare
This book contains intuition and insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Notes: Bonus: Wisdom Score, Bonus: Ability Score Maximum, Buff
Tyr's Blessing of Luck
uncommon
CCC-BMG-24 PHLAN 2-3 The Royal "We"
CCC-BMG-24 PHLAN 2-3 The Royal "We"
Show
Notes:
Blessing, uncommon (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks and saving throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained.
Unbreakable Arrow
common
DDAL10-00 Ice Road Trackers
DDAL10-00 Ice Road Trackers
Show
Viper's Bite (Crossbow Hand, +2) Minor Guardian
rare
Trade Log
Show
Notes:
VIPER’S BITE (+2 HAND CROSSBOW) Guardian (Minor Property). The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Mahaxara, captain of Bral’s royal guard, favours this sleek and deadly hand crossbow. It is shaped like two intertwined snakes, etched along the stock and barrel. The crossbow’s limbs protrude from each snake’s head, resembling the viper’s deadly fangs.
Wakened Dragon’s Wrath Greatsword (Cold)
very_rare
Trade Log
Show
Wakened Dragon-Touched Focus (Chromatic)
very_rare
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
BMG-DRW-OD-09 - Sschindylryn, the City of Portals
Show
Wand of the War Mage, +3
very_rare
DDEP 10-02 A Song of Spears
DDEP 10-02 A Song of Spears
Show
Notes:
Requires attunement by a spell caster. The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal. While holding this wand, you gain a bonus of +3 to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Striking | very_rare | DWB AL Trading Post | Trade Log | Show | ||
Notes:
This quarterstaff is carved from one of the ancient trees in the deepest forests of the Moonshae Isles, a tree rumored to be blessed by the Earthmother herself. Though separated from its parent tree, that blessing yet lives within this staff. Small leaves grow from the crown of the quarterstaff in every hue, vibrant and full of life's splendor. |
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Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | DDAL07-17 Cauldron of Sapphire | Show | ||
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In Spells. While holding the staff, you can use an action to expend some of its charges to cast one of You can also use an action to cast one of the following spells from the staff without using any Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance Damage |
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Stone of Good Luck | uncommon | DDHC-JttRC In the Mist of the Manavarsha | DDHC-JttRC In the Mist of the Manavarsha | Show | ||
Sun Blade | rare | Acquired through trading From FB AL trading group | Trade Log | Show | ||
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Sword of Sharpness (scimitar) | very_rare | Trade Log | Show | |||
Tasha’s Creeping Keelboat | very_rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | Trade Log | Show | ||
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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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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Tome of Clear Thought | very_rare | DDHC-TYP Against the Giants | Trade Log | Show | ||
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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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye. |
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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. |
||||||
Tome of Understanding | very_rare | BMG-PHLAN1-2 Enemy of My Enemy | BMG-PHLAN1-2 Enemy of My Enemy | Show | ||
Notes:
Wondrous Item, very rare Notes: Bonus: Wisdom Score, Bonus: Ability Score Maximum, Buff |
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Tyr's Blessing of Luck | uncommon | CCC-BMG-24 PHLAN 2-3 The Royal "We" | CCC-BMG-24 PHLAN 2-3 The Royal "We" | Show | ||
Notes:
Blessing, uncommon (requires attunement) This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained. |
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Unbreakable Arrow | common | DDAL10-00 Ice Road Trackers | DDAL10-00 Ice Road Trackers | Show | ||
Viper's Bite (Crossbow Hand, +2) Minor Guardian | rare | Trade Log | Show | |||
Notes:
VIPER’S BITE (+2 HAND CROSSBOW) Guardian (Minor Property). The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Mahaxara, captain of Bral’s royal guard, favours this sleek and deadly hand crossbow. It is shaped like two intertwined snakes, etched along the stock and barrel. The crossbow’s limbs protrude from each snake’s head, resembling the viper’s deadly fangs. |
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Wakened Dragon’s Wrath Greatsword (Cold) | very_rare | Trade Log | Show | |||
Wakened Dragon-Touched Focus (Chromatic) | very_rare | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | BMG-DRW-OD-09 - Sschindylryn, the City of Portals | Show | ||
Wand of the War Mage, +3 | very_rare | DDEP 10-02 A Song of Spears | DDEP 10-02 A Song of Spears | Show | ||
Notes:
Requires attunement by a spell caster. The shaft of this wand is made of blackened bone covered in flecks of a strange, unidentifiable metal. While holding this wand, you gain a bonus of +3 to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. |
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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 |