Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Aegis of the Raven Queen (Shield +3)
very_rare
H
Trade Log
Show
Notes:
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Belt of Storm Giant Strength (A)
legendary
I
Trade Log
Show
Notes:
While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.
Blessing of Protection
unique
DDEP06-03 Hecatomb
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Your eyes have developed small flecks of brilliant gold, and your senses seem just a little bit sharper.
Bracers of Defense
rare
G
DDAL-DRWEP-02 Wings of Death
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
This item is found in the Dungeon Master’s Guide. These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.
Cape of the Mountebank
rare
G
Trade Log
Show
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an
action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates
at the end of your next turn. A light or stronger wind disperses the smoke.
Charm of Vitality
unique
DDEP06-03 Hecatomb
Show
Notes:
Charm, unique
You expend this charm to immediately gain the effects of a potion of vitality.
Cloak of Invisibility
legendary
DDEP06-03 Hecatomb
Show
Notes:
Wondrous item, legendary (requires attunement)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak is unused, it regains 1 hour of duration.
Woven from the strands of an undead spider’s web, this sticky cloak renders the wearer invisible when worn. It smells faintly of dust and has a faintly cloying lingering scent when you move.
Deathshield (Defender)
legendary
I
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
Deathshield (Defender)
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
Dread Helm (Liars Night 2019 Edition)
common
XGtE
Liar's Night 2019
Show
Notes:
This fearsome skull helm is wreathed in illusory green flames and makes your eyes glow red.
Effects from Ring of three Wishes
legendary
I
Seasonwechsel
Show
Notes:
resistence against necrotiv and psychic
Ioun Stone of Mastery (A)
legendary
I
DDAL00-11f Twice as Nice for Half the Price
Show
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head.
Lathai’s saddle
uncommon
B
DDAL00-03 Those That Came Before
Show
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier.
Manual of Bodily Health
very_rare
DDHC-SKT- Cha 12
H
85
DDHC-SKT Storm King’s Thunder, Chapter 12
Show
Notes:
Wondrous item, very rare
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.
Nereid shawl (cloak of the manta ray)
uncommon
B
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. This item functions as a cloak of the manta ray.
While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an Action.
Plate +2
very_rare
H
DDAL 05-18 The Mysterious Ilse
Show
Notes:
You have a +2 bonus to AC while wearing this armor.
Plate Armor +1 (OotG)
rare
Faction: Item Procurement
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Ring of Earth Elemental Command
legendary
I
DDAL-DRWEP-02 Wings of Death
Show
Notes:
Ring of Earth Elemental Command
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you.
In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.
Rod of Lordly Might (A)
legendary
I
Trade Log
Show
Notes:
Requires Attunement
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.
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 gram 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.
Rod of the Pact Keeper +2
rare
G
DDAL09-20 Where Devils Fear to Treat
Show
Notes:
Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an
action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Sapphire Buckler
rare
G
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations.
- While wielding the shield, you have resistance to psychic and thunder damage.
- Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
- As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Aegis of the Raven Queen (Shield +3) | very_rare | H | Trade Log | Show | ||
Notes:
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. |
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Belt of Storm Giant Strength (A) | legendary | I | Trade Log | Show | ||
Notes:
While wearing this belt, your Strength score changes to 29. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you. |
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Blessing of Protection | unique | DDEP06-03 Hecatomb | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws. Your eyes have developed small flecks of brilliant gold, and your senses seem just a little bit sharper. |
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Bracers of Defense | rare | G | DDAL-DRWEP-02 Wings of Death | Show | ||
Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. This item is found in the Dungeon Master’s Guide. These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental. |
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Cape of the Mountebank | rare | G | Trade Log | Show | ||
Notes:
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates |
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Charm of Vitality | unique | DDEP06-03 Hecatomb | Show | |||
Notes:
Charm, unique You expend this charm to immediately gain the effects of a potion of vitality. |
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Cloak of Invisibility | legendary | DDEP06-03 Hecatomb | Show | |||
Notes:
Wondrous item, legendary (requires attunement) While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak is unused, it regains 1 hour of duration. Woven from the strands of an undead spider’s web, this sticky cloak renders the wearer invisible when worn. It smells faintly of dust and has a faintly cloying lingering scent when you move. |
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Deathshield (Defender) | legendary | I | DDAL09-20 Where Devils Fear to Treat | Show | ||
Notes:
Deathshield (Defender) You gain a +3 bonus to attack and damage rolls made with this magic weapon. |
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Dread Helm (Liars Night 2019 Edition) | common | XGtE | Liar's Night 2019 | Show | ||
Notes:
This fearsome skull helm is wreathed in illusory green flames and makes your eyes glow red. |
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Effects from Ring of three Wishes | legendary | I | Seasonwechsel | Show | ||
Notes:
resistence against necrotiv and psychic |
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Ioun Stone of Mastery (A) | legendary | I | DDAL00-11f Twice as Nice for Half the Price | Show | ||
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head. |
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Lathai’s saddle | uncommon | B | DDAL00-03 Those That Came Before | Show | ||
Notes:
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier. |
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Manual of Bodily Health | very_rare | DDHC-SKT- Cha 12 | H | 85 | DDHC-SKT Storm King’s Thunder, Chapter 12 | Show |
Notes:
Wondrous item, very rare |
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Nereid shawl (cloak of the manta ray) | uncommon | B | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
The last vestige of a dying nereid, this delicate, white shawl made of shimmering seafoam is weightless when worn. When underwater, you always know which direction the surface lies. This item functions as a cloak of the manta ray. While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an Action. |
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Plate +2 | very_rare | H | DDAL 05-18 The Mysterious Ilse | Show | ||
Notes:
You have a +2 bonus to AC while wearing this armor. |
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Plate Armor +1 (OotG) | rare | Faction: Item Procurement | Show | |||
Notes:
You have a +1 bonus to AC while wearing this armor. |
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Ring of Earth Elemental Command | legendary | I | DDAL-DRWEP-02 Wings of Death | Show | ||
Notes:
Ring of Earth Elemental Command While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay. |
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Rod of Lordly Might (A) | legendary | I | Trade Log | Show | ||
Notes:
Requires Attunement 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. 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 gram 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. |
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Rod of the Pact Keeper +2 | rare | G | DDAL09-20 Where Devils Fear to Treat | Show | ||
Notes:
Rod of the Pact Keeper +2 |
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Sapphire Buckler | rare | G | DDAL-DRW-19 Fall the Cold Night | Show | ||
Notes:
Armor (Shield), Very Rare (Requires Attunement) This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations.
|