Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Wand of Binding
rare
DDHC-KGV-Prisoner 13
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster) 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Periapt of Proof against Poison
rare
DDHC-KGV DDHC-KGV TockWorth's Clockworks
Trade Log
Show
Githyanki Silvered Greatsword, +3
very_rare
DDHC-KGV-11 - Affair on the Concordant Express
Trade Log
Show
Staff of the Python
uncommon
DDHC-JttRC-Between Tangled Roots
Trade Log
Show
Necklace of Prayer Beads
rare
DDHC-JttRC-Between Tangled Roots
Trade Log
Show
Notes:
Bead of Blessing Bead of Curing Bead of Wind Walk
Potion of Healing
common
DDHC-Dragons of Stormwreck Isle (last chapter and session)
DDHC-Dragons of Stormwreck Isle (last chapter and session)
Show
Potion of Resistance (Lightning)
uncommon
DDHC-Dragons of Stormwreck Isle (last chapter and session)
DDHC-Dragons of Stormwreck Isle (last chapter and session)
Show
Spell Scroll of Hold Person
uncommon
DDHC-Dragons of Stormwreck Isle (last chapter and session)
DDHC-Dragons of Stormwreck Isle (last chapter and session)
Show
Tearulai, Longsword of Sharpness
very_rare
DDHC-DMM
Trade Log
Show
Dwarven Thrower
very_rare
DDHC-DMM
Trade Log
Show
Tentacle Rod
rare
DDEP-DRW01 Assault on Myth Nantar
DDEP-DRW01 Assault on Myth Nantar
Show
Notes:
Rod, rare (requires attunement).
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Amulet of Health
rare
DDEP1 Corruption in Kryptgarden
DDEP1 Corruption in Kryptgarden
Show
Notes:
This amulet is made of gold, with a large ruby inset in it.
Wondrous item, rare (requires attunement).
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
Chime of OPening
rare
DDEP08-02 Stardock Under Siege
DDEP08-02 Stardock Under Siege
Show
Mantle of Spell Resistance
rare
DDEP08-02 Stardock Under Siege
DDEP08-02 Stardock Under Siege
Show
Wand of the War Mage, +3
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat.
Amulet of the Planes
very_rare
DDEP-06-03 Hecatomb Tier 3
DDEP-06-03 Hecatomb Tier 3
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
While wearing this amulet, you can use an action to name a location that you are familiar with on another plan of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plan you named. On a 61-100, you travel to a randomly determined plane of existence.
This amulet bears the arcane sigils of the baelnorn of Myth Drannor and is heavily scarred, as if it had been crushed by stones or bricks.
This item can be found in the Dungeon Master’s Guide.
Candle of Invocation
very_rare
DDEP-06-03 Hecatomb Tier 3
DDEP-06-03 Hecatomb Tier 3
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This slender taper is dedicated to a deity and shares that deities alignment. The candle’s alignment can be detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed resources and that is appropriate for use by the characters present at this table.
Dedicated Deity: _________________________________________
Dedicated Alignment: ___________________________________
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spells slots, though the spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
This item can be found in the Dungeon Master’s Guide.
Instrument of Scribing
common
DDAL-DRW-OD-04 We're All in this Together
DDAL-BMG-DRW-OD-04 We're All in this Together
Show
Notes:
Wondrous Item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Battering Shield
rare
DDAL-DRW-OD-02 Something Wicked
DDAL-DRW-OD-02 Something Wicked
Show
Notes:
Armor (shield), rare (requires attunement)
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
Cloak of Many Fashions
common
DDAL-DRW-OD-02 Something Wicked
DDAL-DRW-OD-02 Something Wicked
Show
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Wand of Binding | rare | DDHC-KGV-Prisoner 13 | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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Periapt of Proof against Poison | rare | DDHC-KGV DDHC-KGV TockWorth's Clockworks | Trade Log | Show | ||
Githyanki Silvered Greatsword, +3 | very_rare | DDHC-KGV-11 - Affair on the Concordant Express | Trade Log | Show | ||
Staff of the Python | uncommon | DDHC-JttRC-Between Tangled Roots | Trade Log | Show | ||
Necklace of Prayer Beads | rare | DDHC-JttRC-Between Tangled Roots | Trade Log | Show | ||
Notes:
Bead of Blessing Bead of Curing Bead of Wind Walk |
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Potion of Healing | common | DDHC-Dragons of Stormwreck Isle (last chapter and session) | DDHC-Dragons of Stormwreck Isle (last chapter and session) | Show | ||
Potion of Resistance (Lightning) | uncommon | DDHC-Dragons of Stormwreck Isle (last chapter and session) | DDHC-Dragons of Stormwreck Isle (last chapter and session) | Show | ||
Spell Scroll of Hold Person | uncommon | DDHC-Dragons of Stormwreck Isle (last chapter and session) | DDHC-Dragons of Stormwreck Isle (last chapter and session) | Show | ||
Tearulai, Longsword of Sharpness | very_rare | DDHC-DMM | Trade Log | Show | ||
Dwarven Thrower | very_rare | DDHC-DMM | Trade Log | Show | ||
Tentacle Rod | rare | DDEP-DRW01 Assault on Myth Nantar | DDEP-DRW01 Assault on Myth Nantar | Show | ||
Notes:
Rod, rare (requires attunement). Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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Amulet of Health | rare | DDEP1 Corruption in Kryptgarden | DDEP1 Corruption in Kryptgarden | Show | ||
Notes:
This amulet is made of gold, with a large ruby inset in it. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. |
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Chime of OPening | rare | DDEP08-02 Stardock Under Siege | DDEP08-02 Stardock Under Siege | Show | ||
Mantle of Spell Resistance | rare | DDEP08-02 Stardock Under Siege | DDEP08-02 Stardock Under Siege | Show | ||
Wand of the War Mage, +3 | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
This thick wand is made of polished steel with a sword-like pommel and can be used as a mace in melee combat. |
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Amulet of the Planes | very_rare | DDEP-06-03 Hecatomb Tier 3 | DDEP-06-03 Hecatomb Tier 3 | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) While wearing this amulet, you can use an action to name a location that you are familiar with on another plan of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plan you named. On a 61-100, you travel to a randomly determined plane of existence. This amulet bears the arcane sigils of the baelnorn of Myth Drannor and is heavily scarred, as if it had been crushed by stones or bricks. This item can be found in the Dungeon Master’s Guide. |
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Candle of Invocation | very_rare | DDEP-06-03 Hecatomb Tier 3 | DDEP-06-03 Hecatomb Tier 3 | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This slender taper is dedicated to a deity and shares that deities alignment. The candle’s alignment can be detected with the detect evil and good spell. Choose an alignment and a deity from the Adventurers League allowed resources and that is appropriate for use by the characters present at this table. Dedicated Deity: _________________________________________ Dedicated Alignment: ___________________________________ The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spells slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. This item can be found in the Dungeon Master’s Guide. |
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Instrument of Scribing | common | DDAL-DRW-OD-04 We're All in this Together | DDAL-BMG-DRW-OD-04 We're All in this Together | Show | ||
Notes:
Wondrous Item, common (requires attunement) The instrument regains all expended charges daily at dawn. |
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Battering Shield | rare | DDAL-DRW-OD-02 Something Wicked | DDAL-DRW-OD-02 Something Wicked | Show | ||
Notes:
Armor (shield), rare (requires attunement) Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight. |
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Cloak of Many Fashions | common | DDAL-DRW-OD-02 Something Wicked | DDAL-DRW-OD-02 Something Wicked | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |