Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Staff of Power very_rare DDAL05-19 The Eye of Xxiphu DDAL05-19 Eye of Xxiphu Show
Notes:

Staff, Very Rare This great ashen staff is etched with many designs of swirling air and clouds, The staff magically resizes to fit the hand of any who carry it.

Wand of Web uncommon DDAL05-7 Chelimber’s Descent DDAL05-7 Chelimber’s Descent Show
Belt of Storm Giant Strength legendary DDAL06-03 Crypt of the Death Giants Trade Log Show
Notes:

Wondrous Item, legendary (requires attunement) While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.

Cap of Water Breathing uncommon DDAL07-17 Cauldron of Sapphire DDAL07-17 Cauldron of Sapphire Show
Cubic Gate legendary DDAL08-17 The Tower of Ahghairon DDAL08-17 The Tower of Ahghairon Show
Notes:

Wondrous Item, legendary
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each
keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to
planes determined by the GM. You can use an action to press one side of the cube
to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an
action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport
the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube
expends 1 charge. The cube regains 1d3 expended charges daily at dawn. This item can be found on
Magic Item Table I in the Dungeon Master’s Guide.

Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of
Alzhedo. The six sides are keyed to: the Prime Material, the Elemental Plane of Fire, the Nine Hells,
the Far Realm, the Outlands, and Arborea.

Thank you for playing under me! I hope you enjoyed the game.

Earring of Message common DDAL-BMG-DRWEP-OD-01 DDAL-BMG-DRWEP-OD-01 Show
Notes:

Wondrous Item, Common

The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

Devotee's Censer rare DDAL-BMG-DRW-OD-04 All in this Together DDAL-BMG-DRW-OD-04 We're All in this Together Show
Notes:

Weapon (flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.

As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.

Proficiency with a flail allows you to add your proficiency bonus to the attack roll

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.

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.

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.

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.

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.

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.

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
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.

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.

Tearulai, Longsword of Sharpness very_rare DDHC-DMM Trade Log Show
Dwarven Thrower very_rare DDHC-DMM Trade Log 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

Unlocked Magic Items