Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Discord (Plate +2) unique DDAL-DRW-15 Frozen Whispers Show
Notes:

Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.

If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers Show
Notes:

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Staff of the Woodlands rare DDHC-CM Xanthoria 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 holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Spellguard Shield very_rare DDEP-DRW02 Wings of Death Show
Notes:

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.

Bracers of Defense rare DDEP-DRW02 Wings of Death Show
Notes:

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.

Ring of Evasion rare DDAL-DRW-16 Uprising Show
Notes:

Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Woe (Longsword +3) unique DDAL-DRW-16 Uprising Show
Notes:

This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.

When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”

Instrument of the Bards (Anstruth Harp) very_rare DDAL-DRW-18 Against the Machine Show
Notes:

The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned.
Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named after a legendary bard college.
A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of the following spells:
control weather,
cure wounds (5th level),
fly,
invisibility,
levitate,
protection from evil and good, or
wall of thorns.

Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save.
This effect applies only if the spell has a somatic or a material component.

Robe of Eyes rare DDHC-CM The Scrivener's Tale Show
Notes:

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Ioun Stone of Awareness rare DDHC-CM The Scrivener's Tale Show
Notes:

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.

Tentacle Rod (A) rare DDEP-DRW01 Assault on Myth Nantar Show
Notes:

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Staff of Thunder and Lightning very_rare DDEP-DRW01 Assault on Myth Nantar Show
Notes:

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Ring of Resistance (Acid) rare DDHC-GSF Giants of the Star Forge Show
Notes:

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

Portable Hole rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

Ioun Stone of Intellect (A) very_rare DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Moon-Touched Greatsword common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Dwarven Plate very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 fee

Animated Shield very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Ring of Acid Resistance rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

You have resistance to acid damage while wearing this ring.

Dancing Sword Rapier very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.