Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Ascendant Gem Dragon-Touched Focus legendary DDAL-DRW-19 Fall the Cold Night Show
Notes:

Ascendant Gem Dragon-Touched Focus
Wondrous Item, Legendary (Requires Attunement by a Spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.

You have advantage on initiative rolls.
While you are holding the focus, it can function as a spellcasting focus for all your spells.
Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a spell, it can’t be used to cast that spell again until the next dawn.
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

Manual of Bodily Health very_rare CCC-QCC2017 Delusions of Grandeur Show
Notes:

Manual of Bodily Health
Wondrous Item, very rare

This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.

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.

Manual of Quickness of Action very_rare Trade Log Show
Aegis of the Raven Queen very_rare Trade Log Show
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Armor (shield), Very rare

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.

Nine Live Stealer Scimitar very_rare Trade Log Show
Notes:

Nine Lives Stealer Scimitar

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property.

The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names.

Staff of Frost very_rare DDAL00-11e A Fire Grows in Cania Show
Notes:

Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

You have resistance to cold damage while you hold this staff.

The 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 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 turns to water and is destroyed.

This staff is covered in carvings of infernals reading various tomes. If placed atop an open book, the staff reads the book aloud with a deep, inhuman voice, using the language the book is written in.

Wave legendary Purchase Log Show
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Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)

Martial weapon, melee weapon
4 lb. 1d6 piercing - thrown (20/60 ft.), versatile (1d8)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.

Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.

Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Belt of Storm Giant Strength legendary Trade Log Show
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Belt of Storm Giant Strength
Wonderous Item, Legendary

While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
This item can be found in the Dungeon Masters Guide.

Winged Boots uncommon Trade Log Show
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Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

Quaryl´s Codex (Tome of the Stilled Tongue) legendary DDAL 00-02F The Definition of Heroism Show
Notes:

Quaryl´s Codex (Tome of the Stilled Tongue)
Wondrous Item, legendary (requires attunement by a wizard)

This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue.

Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.

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 Components. 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.

Ring of Telekinesis very_rare Trade Log Show
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Ring of Telekinesis
Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Sapphire Buckler very_rare DDAL-DRW-19 Fall the Cold Night Show
Notes:

Sapphire Buckler
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.

Googles of Night uncommon White Plum Mountain DDEP06-02 Return to White Plume Show
Notes:

Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.