Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Shadowneedle (Unbreakable Arrow) common Trade Log Show
Notes:

Shadowneedle (Unbreakable Arrow)
Weapon (arrow), common (Common Table)

One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
This item can be found in Xanathar’s Guide to Everything.

Shadowneedle (Unbreakable Arrow) common Trade Log Show
Notes:

Shadowneedle (Unbreakable Arrow)
Weapon (arrow), common (Common Table)

One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
This item can be found in Xanathar’s Guide to Everything.

Studded Leather +2 very_rare Trade Log Show
Oathbow very_rare Saltmarsh Downtime Activity Purchase Log Show
Notes:

Requires Attunement

When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged Attack, you can, as a Command phrase, say, "Swift death to you who have wronged me." The target of your Attack becomes your Sworn Enemy until it dies or until dawn seven days later. You can have only one such Sworn Enemy at a time. When your Sworn Enemy dies, you can choose a new one after the next dawn.

When you make a ranged Attack roll with this weapon against your Sworn Enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the Attack hits, your Sworn Enemy takes an extra 3d6 piercing damage.

While your Sworn Enemy lives, you have disadvantage on Attack rolls with all other Weapons.

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Helm of Brilliance very_rare DDAL-DRW03 Saving Silverbeard Show
Notes:

Requires Attunement

This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.

This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

(This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.)

You gain the following benefits while wearing it:

• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.

• As long as the helm has at least one ruby, you have resistance to fire damage.

• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.

Manual of Quickness of Action very_rare Trade Log Show
Notes:

Wondrous item, major tier, very rare

This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

The Sixth Sword (+2 Rapier with Guardian minor property) rare Trade Log Show
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The Sixth Sword (+2 Rapier with Guardian minor property) Weapon, rare, Table G This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Shadowsong (Longbow +2) rare Trade Log Show
Notes:

This adventure features an item that is no longer acceptable under D&D Adventurers League guidelines, as it deviates from the attunement standards in the DMG. Instead of Shadowsong, this adventure instead unlocks a +2 weapon (longbow or shortbow). This +2 weapon has the sentinel property and glows dimly in the presence of humans.

Tome of Clear Tought very_rare Trade Log Show
Pipe of Remembrances common Feast of the Moon Wave 2 Show
Notes:

Pipe of Remembrances
Wondrous item, common (unique)

This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.

Tome of Stilled Tongue legendary Trade Log 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 component. 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.

Ioun Stone of Mastery legendary DDAL00-11f Twice as Nice for Half the Price Show
Notes:

Requires Attunement

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.

Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head.

Robe of the Archmagi (Grey) legendary Trade Log Show
Notes:

Robe of the Archmagi (Grey)
Requires Attunement by a Sorcerer, Warlock, or Wizard

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. This item can be found in the Dungeon Master’s Guide.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.

You gain these benefits while wearing the robe:

• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

• You have advantage on Saving Throws against spell and other magical Effects.

• Your spell save DC and spell Attack bonus each increase by 2.

Robe of the Archmagi (Grey) legendary Trade Log Show
Notes:

Robe of the Archmagi (Grey)
Requires Attunement by a Sorcerer, Warlock, or Wizard

Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. This item can be found in the Dungeon Master’s Guide.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.

You gain these benefits while wearing the robe:

• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.

• You have advantage on Saving Throws against spell and other magical Effects.

• Your spell save DC and spell Attack bonus each increase by 2.