Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Amulet of the Devout
uncommon
Renown
Show
Notes:
ondrous item, uncommon (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Vorpal Scimitar
legendary
Trade Log
Show
Notes:
This blade hums and vibrates with great energy, and
slices through obstacles with the greatest of ease. If
the sword does not claim the life of a sentient
creature each day, you find that you are easily
angered and become frustrated by even the smallest
obstacles. This item is found in Player Handout 1.
Manual of Golems (flesh)
very_rare
Trade Log
Show
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Oathbow
very_rare
DDAL-DRW08 "The Harrowing of Hell"
Show
Notes:
Weapon (longbow), very rare (requires attunement)
When you nock an arrow on this bow, it whispers in Infernal, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll.
In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot.
Tome of Clear thought
very_rare
Trade Log
Show
Notes:
traded with Markus
Grey robe of the archmagi
legendary
I
DDAL00-03 Those That Came Before
Show
Notes:
Wondrous item, legendary (requires attunement by a
sorcerer, wizard, or warlock)
Originally crafted during the height of the Netherese
Empire, this robe is a warm gray color and very
plush. It is stitched with silver thread and the back is
covered by Rhaugilath’s arcane sigil mixed with the
sign of Mystryl. This item can be found in the
Dungeon Master’s Guide.
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spell and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Rod of Lordly Might
legendary
dmm 23
Show
Notes:
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Cubic Gate
legendary
I
DDAL08-17 The Tower of Ahghairon
Show
Notes:
Cubic Gate
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.
Chest of Preserving
common
DDAL08-17 The Tower of Ahghairon
Show
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Spell Scroll of Wish
very_rare
Purchase Log
Show
Boots of False Tracks
common
Purchase Log
Show
Tome of the Stilled Tongue
legendary
Dead in Thay
I
Trade Log
Show
Notes:
Wondrous Item, Major, Legendary (Requires Attunement by a Wizard)
5 lbs.
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Amulet of Health
rare
Dragons hoard
G
17
DDHC-SKT Storm King’s Thunder Chapter 12
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.
staff of the magi
legendary
Inside couldron
DDAL07-17 Cauldron of Sapphire
Show
Notes:
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.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Amulet of the Devout | uncommon | Renown | Show | |||
|
Notes:
ondrous item, uncommon (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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| Vorpal Scimitar | legendary | Trade Log | Show | |||
|
Notes:
This blade hums and vibrates with great energy, and |
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| Manual of Golems (flesh) | very_rare | Trade Log | Show | |||
|
Notes:
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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| Oathbow | very_rare | DDAL-DRW08 "The Harrowing of Hell" | Show | |||
|
Notes:
Weapon (longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in Infernal, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot. |
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| Tome of Clear thought | very_rare | Trade Log | Show | |||
|
Notes:
traded with Markus |
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| Grey robe of the archmagi | legendary | I | DDAL00-03 Those That Came Before | Show | ||
|
Notes:
Wondrous item, legendary (requires attunement by a This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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| Rod of Lordly Might | legendary | dmm 23 | Show | |||
|
Notes:
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. |
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| Cubic Gate | legendary | I | DDAL08-17 The Tower of Ahghairon | Show | ||
|
Notes:
Cubic Gate 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. |
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| Chest of Preserving | common | DDAL08-17 The Tower of Ahghairon | Show | |||
|
Notes:
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. |
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| Spell Scroll of Wish | very_rare | Purchase Log | Show | |||
| Boots of False Tracks | common | Purchase Log | Show | |||
| Tome of the Stilled Tongue | legendary | Dead in Thay | I | Trade Log | Show | |
|
Notes:
Wondrous Item, Major, Legendary (Requires Attunement by a Wizard) If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. |
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| Amulet of Health | rare | Dragons hoard | G | 17 | DDHC-SKT Storm King’s Thunder Chapter 12 | Show |
|
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. |
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| staff of the magi | legendary | Inside couldron | DDAL07-17 Cauldron of Sapphire | Show | ||
|
Notes:
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. |
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Unlocked Magic Items
Name
Rarity
Tier
Location ▲
Table
Result
Source
Potion of Cloud Giant Strength
rare
DDAL05-14 Reeducation
Show
Rod of Resurrection
legendary
4
I
DDAL08-18 Moving Day
Show
Notes:
This rod is engraved with sun
symbols and bejeweled with faceted citrines. It glows
equal to a torch when within 100 feet of undead. This
item can be found in Appendix 11.
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Spell Scroll of Wish
legendary
3
evergreen
F
71-85
dmm
Show
Marvelous Pigments
rare
tomb of horrors
d
Trade Log
Show
Notes:
3 used out of 4
| Name | Rarity | Tier | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| Potion of Cloud Giant Strength | rare | DDAL05-14 Reeducation | Show | ||||
| Rod of Resurrection | legendary | 4 | I | DDAL08-18 Moving Day | Show | ||
|
Notes:
This rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 feet of undead. This item can be found in Appendix 11. The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. |
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| Spell Scroll of Wish | legendary | 3 | evergreen | F | 71-85 | dmm | Show |
| Marvelous Pigments | rare | tomb of horrors | d | Trade Log | Show | ||
|
Notes:
3 used out of 4 |
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