Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Soul Coin common DDAL09-04 The Day of the Devil Show
Notes:

Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.Appendix 6: Character RewardsCarrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:• Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.• Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature

+1 shield common DDHC-Dungeon of the Mad Mage, Level 18 Show
Bag of Holding common Renown Show
Smoldering Half Plate common DDAL00-04 Winter’s Flame Show
Notes:

As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in Xanathar’s Guide to Everything.

Instant Fortress rare Trade Log Show
Cloak of the Bat rare DDEP09-03 Liar’s Night Show
Notes:

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Dark Mother’s Ring of Spell Storing rare Trade Log Show
Notes:

Dark Mother’s Ring of Spell Storing
Wondrous Item, rare (Requires Attunement)
This ring is made of mithral and looks to have been
made by the same artisan that crafted the helmet
Weave. It looks like a silvery spider wrapping its legs
around one’s finger when worn.
While wearing this ring, the wearer can speak and
understand Undercommon.
If worn by a female, the ring subtly pushes the
wearer to believe that males are incompetent. If
worn by a male, the ring subtly pushes the wearer to
praise females and defer to their better judgment.
These effects are not strong enough to override
existing character traits.

Helm of Brilliance very_rare DDAL-DRW03 Saving Silverbeard Show
Notes:

This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.

This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

• As long as the helm has at least one ruby, you have resistance to fire damage.

• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Manual of Bodily health very_rare CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge Show
Notes:

This book contains health and diet tips, 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 Constitution 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 DDEP 7-2 Trade Log Show
Manual of quickness of action very_rare CCC-BMG-37 Weakness of Rock Show
+3 Shield very_rare DDAL05-18 The Mysterious Isle Show
+2 half Plate very_rare Trade Log Show
Holy Avenger Rapier legendary DDAL00-02F The Definition of Heroism Show
Notes:

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Belt of Storm Giant Strength legendary DDAL06-03 Crypt of the Death Giants Show
Notes:

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.

Wondrous item, legendary (requires attunement)
Major tier
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 the belt's score.