Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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
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.
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.
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.
Half-Plate +2
very_rare
Against the Giants: Fire Giant Lair
Trade Log
Show
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.
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.
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.
Staff of the Magi
legendary
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.
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.
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.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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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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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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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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Staff of Healing | rare | DDEP04 Reclamation of Phlan | Trade Log | Show | ||
Notes:
Rare |
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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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Half-Plate +2 | very_rare | Against the Giants: Fire Giant Lair | Trade Log | Show | ||
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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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. |
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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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Staff of the Magi | legendary | 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. |
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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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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. |
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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. |