Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Truth Telling
uncommon
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
Notes:
Ring, uncommon (requires attunement)
This unassuming ring crafted from black silver features three striking red rubies. Curiously, it appears to possess a consciousness of its own and may withhold its powers until
the following dawn if it senses you speaking falsehoods or engaging in malicious actions. While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
Staff of Fate
very_rare
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
Notes:
Staff, weapon (quarterstaff), very rare (requires attunement)
The Staff of Fate appears to have been intricately grown over with elm wood, concealing its true nature. Yet, the allure of blue crystals peeking through the wood's knots and at its end hints at its mystical power, cleverly masquerading as a mere walking stick.
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Shortsword, +2
rare
Trade Log
Show
Shield of the Uven Rune, Ancient White Dragon
very_rare
BMG-MOON-MD-11 - The Curse of Pacts and Passion
BMG-MOON-MD-11 - The Curse of Pacts and Passion
Show
Notes:
Armor (shield), very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Notes: Immunity: Cold, Damage, Warding
Item Tags: DAMAGE WARDING
Waterdeep: Dungeon of the Mad Mage
Sage's Signet, Lion
very_rare
D&D 50th Anniversary DM service reward
Trade Log
Show
Baleful Talon
very_rare
D&D 50th Anniversary DM service reward
Trade Log
Show
Dwarven Thrower
very_rare
DDHC-DMM
Trade Log
Show
Manual of Bodily Health
very_rare
Trade Log
Show
Thermal Cube (Rashemi Hot Stone)
common
Trade Log
Show
Clothes of Mending
common
BMG-DRW-OD-06-We Almost Had It All
BMG-DRW-OD-06-We Almost Had It All
Show
Notes:
Wondrous Item, Common
This elegant outfit is tailored perfectly to fit you, is properly fashionable for a Thayan noble,and magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Longbow, +3
very_rare
BMG-DRW-OD-EP-02
BMG-DRW-OD-EP-02
Show
Notes:
Wondrous Item, Very Rare
The wood of this longbow shimmers with a blue energy and looks tainted, almost rotten.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
Trade Log
Show
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.
Sword of Vengeance
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Berserker Axe, Greataxe
rare
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Rod of Alertness
very_rare
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Ring of X-Ray Vision
rare
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Efreeti Bottle
very_rare
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Bag of Holding
uncommon
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Truth Telling | uncommon | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Staff of Fate | very_rare | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
Notes:
Staff, weapon (quarterstaff), very rare (requires attunement) |
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Shortsword, +2 | rare | Trade Log | Show | |||
Shield of the Uven Rune, Ancient White Dragon | very_rare | BMG-MOON-MD-11 - The Curse of Pacts and Passion | BMG-MOON-MD-11 - The Curse of Pacts and Passion | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding the shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Notes: Immunity: Cold, Damage, Warding Item Tags: DAMAGE WARDING Waterdeep: Dungeon of the Mad Mage |
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Sage's Signet, Lion | very_rare | D&D 50th Anniversary DM service reward | Trade Log | Show | ||
Baleful Talon | very_rare | D&D 50th Anniversary DM service reward | Trade Log | Show | ||
Dwarven Thrower | very_rare | DDHC-DMM | Trade Log | Show | ||
Manual of Bodily Health | very_rare | Trade Log | Show | |||
Thermal Cube (Rashemi Hot Stone) | common | Trade Log | Show | |||
Clothes of Mending | common | BMG-DRW-OD-06-We Almost Had It All | BMG-DRW-OD-06-We Almost Had It All | Show | ||
Notes:
Wondrous Item, Common This elegant outfit is tailored perfectly to fit you, is properly fashionable for a Thayan noble,and magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. |
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Longbow, +3 | very_rare | BMG-DRW-OD-EP-02 | BMG-DRW-OD-EP-02 | Show | ||
Notes:
Wondrous Item, Very Rare The wood of this longbow shimmers with a blue energy and looks tainted, almost rotten. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | Trade Log | Show | ||
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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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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Sword of Vengeance | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Berserker Axe, Greataxe | rare | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Notes:
Weapon (any axe), rare (requires attunement) Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Rod of Alertness | very_rare | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Ring of X-Ray Vision | rare | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Efreeti Bottle | very_rare | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show | ||
Bag of Holding | uncommon | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Show |