Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Yata Mirror (Shield +2)
rare
CCC-ANIME-01-02
Trade Log
Show
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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.
Blesing of Protection
unique
DDHC-TYP -White Plume Mountain
DDHCTYP-White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Half-Plate +2
very_rare
Against the Giants: Fire Giant Lair
Trade Log
Show
Staff of Healing
rare
DDEP04 Reclamation of Phlan
Trade Log
Show
Notes:
Rare
Requires Attunement by a Bard, Cleric, or Druid This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting Ability modifier: Cure Wounds (1 charge per Spell Level, up to 4th), Lesser Restoration (2 charges). or Mass Cure Wounds (5 charges). The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Vorpal Longsword
legendary
DDAL00-12 Infernal Encounters: a Pale Devil
DDHC-DIA-Descent into Avernus
Show
Notes:
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage.
When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Der Griff dieser Waffe ist aus schwarzem Onyx gefertigt und kreuzweise mit Goldbändern umbunden. Der Schwertknauf ist ein Drachenschädel der im Schreif aufgerisen ist. Das Schwertheft zeigt zwei aufgeschlagene Drachenflügel. Die Klinge ist schwarz mit rostroten Stahlgravuren und wurde im Flus Sytx selbt gebadet.
Obsidian Flint Dragon Plate
legendary
DDHC-DIA-Descent into Avernus
DDHC-DIA-Descent into Avernus
Show
Notes:
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself.
Belt of Fire Giant Strength
very_rare
DDHC-DIA-Descent into Avernus
DDHC-DIA-Descent into Avernus
Show
Notes:
While wearing this belt, your Strength score changes to a score of 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
This Belt is made out of the Hide of a Barddevil. The Belts Buckle is made out of Dragonclaws and has Infernal Runes written on it.
Gauntlets of Flaming Fury
rare
DDHC-DIA-Descent into Avernus
DDHC-DIA-Descent into Avernus
Show
Notes:
While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn
Matalotok
legendary
DDHC-DIA-Descent into Avernus
DDHC-DIA-Descent into Avernus
Show
Notes:
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
Candle of Invocation
very_rare
DDEP06-03 Hecatomb
Show
Notes:
Players Choice
This slender taper is dedicated to a deity and shares that deity's 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.
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 spell 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.
Greater Silver Sword
legendary
MBK01-08 Dark Side of the Rune
Trade Log
Show
Notes:
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Cap of Water Breathing
uncommon
DDAL07-17 Cauldron of Sapphire
Show
Notes:
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Scarab of Protection (A)
legendary
DDAL09-19 Fang and Claw
Show
Notes:
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
Shield +2
rare
DDAL09-19 Fang and Claw
Show
Notes:
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Deathshield (Defender Greatsword)
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Rod of the pact keeper +2 (A)
rare
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Half Plate +3
legendary
Trade Log
Show
Champions Belt of the Multiversal Championship (Ruby of the War Mage) Wondrous item, common (requires attunement by a spellcaster)
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Plate of the Multiversal Champion (Plate Armor +3)
legendary
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
Multiverse Fanclub (Boon of High Magic)
unique
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion."
You gain one 9th-level spell slot, provided that you already have one.
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Yata Mirror (Shield +2) | rare | CCC-ANIME-01-02 | Trade Log | Show | ||
|
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. 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. |
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| Blesing of Protection | unique | DDHC-TYP -White Plume Mountain | DDHCTYP-White Plume Mountain | Show | ||
|
Notes:
You gain a +1 bonus to AC and saving throws. |
||||||
| Half-Plate +2 | very_rare | Against the Giants: Fire Giant Lair | Trade Log | Show | ||
| Staff of Healing | rare | DDEP04 Reclamation of Phlan | Trade Log | Show | ||
|
Notes:
Rare |
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| Vorpal Longsword | legendary | DDAL00-12 Infernal Encounters: a Pale Devil | DDHC-DIA-Descent into Avernus | Show | ||
|
Notes:
You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage. When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Der Griff dieser Waffe ist aus schwarzem Onyx gefertigt und kreuzweise mit Goldbändern umbunden. Der Schwertknauf ist ein Drachenschädel der im Schreif aufgerisen ist. Das Schwertheft zeigt zwei aufgeschlagene Drachenflügel. Die Klinge ist schwarz mit rostroten Stahlgravuren und wurde im Flus Sytx selbt gebadet. |
||||||
| Obsidian Flint Dragon Plate | legendary | DDHC-DIA-Descent into Avernus | DDHC-DIA-Descent into Avernus | Show | ||
|
Notes:
You gain a +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end the grappled condition on yourself. |
||||||
| Belt of Fire Giant Strength | very_rare | DDHC-DIA-Descent into Avernus | DDHC-DIA-Descent into Avernus | Show | ||
|
Notes:
While wearing this belt, your Strength score changes to a score of 25. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This Belt is made out of the Hide of a Barddevil. The Belts Buckle is made out of Dragonclaws and has Infernal Runes written on it. |
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| Gauntlets of Flaming Fury | rare | DDHC-DIA-Descent into Avernus | DDHC-DIA-Descent into Avernus | Show | ||
|
Notes:
While you wear both of these steel gauntlets, any nonmagical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can’t be used again until the next dawn |
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| Matalotok | legendary | DDHC-DIA-Descent into Avernus | DDHC-DIA-Descent into Avernus | Show | ||
|
Notes:
Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. |
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| Candle of Invocation | very_rare | DDEP06-03 Hecatomb | Show | |||
|
Notes:
Players Choice 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 spell 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. |
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| Greater Silver Sword | legendary | MBK01-08 Dark Side of the Rune | Trade Log | Show | ||
|
Notes:
This magic weapon grants a +3 bonus to attack and damage rolls made with it. While you hold the sword, you have advantage on Intelligence, Wisdom, and Charisma saving throws, you are immune to being charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| Cap of Water Breathing | uncommon | DDAL07-17 Cauldron of Sapphire | Show | |||
|
Notes:
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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| Scarab of Protection (A) | legendary | DDAL09-19 Fang and Claw | Show | |||
|
Notes:
This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells. |
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| Shield +2 | rare | DDAL09-19 Fang and Claw | Show | |||
|
Notes:
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. |
||||||
| Deathshield (Defender Greatsword) | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield. You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon’s bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it. Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. |
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| Rod of the pact keeper +2 (A) | rare | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. |
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| Half Plate +3 | legendary | Trade Log | Show | |||
| Champions Belt of the Multiversal Championship (Ruby of the War Mage) Wondrous item, common (requires attunement by a spellcaster) | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
||||||
| Plate of the Multiversal Champion (Plate Armor +3) | legendary | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
You have a +3 bonus to AC while wearing this armor. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
||||||
| Multiverse Fanclub (Boon of High Magic) | unique | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion." You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure. |
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