Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Blast Scepter very_rare Service Reward: Very Rare Show
Notes:

Rod, very rare (requires attunement)
The Blast Scepter can be used as an arcane focus.

Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.

Harmonious Minor Property. Attuning to this item takes only 1 minute.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL10-05 A Blight in the Darkness Show
Notes:

Armor (breastplate), rare (requires attunement)
This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor.

Mace of Smiting rare DDAL10-07 Into Darkness Show
Notes:

Weapon (Mace), Rare
This mace is fashioned from a single piece of obsidian. The following phrase is inscribed over and over in Draconic around the mace’s haft: “Those willing to deny themselves the radiance of the stars would be better to pluck out their eyes and cast them away.”
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

Tentacle Rod rare Service Reward: Rare Show
Notes:

Rod, rare (requires attunement)
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Lash of Immolation rare Service Reward: Rare Show
Notes:

Weapon (whip), rare
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

Language Minor Property: The bearer can speak and understand Thayan while the item is on the bearer’s person.

Wand of Fireballs rare Service Reward: Rare Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.

Language Minor Property: The bearer can speak and understand Netherese while the item is on the bearer’s person.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20). On a 1, the wand crumbles into ashes and is destroyed.

Splint, +1 rare DDEP10-02 A Song of Spears (Tier 2) Show
Notes:

Armor (splint), rare
This armor is made of magically treated remorhaz hide and is trimmed with black fur and decorated with feathers and beads.
You have a +1 bonus to AC while wearing this armor.

Wand of the War Mage, +2 rare DDEP10-02 A Song of Spears (Tier 2) Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate.
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore Half Cover when making a spell attack roll.

Staff of Defense rare DDAL10-10 Burying the Past Show
Notes:

Staff, rare (requires attunement)
This slender, hollow staff is made of a translucent green glass yet is as strong as oak. It weighs 3 pounds.
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Portable Hole rare DDAL10-09 Recipe for Retribution Show
Notes:

Wondrous Item, rare
Dry, blisteringly hot air carrying embers and ashes blows from within the portable hole whenever it’s opened.
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 take a Magic 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 of existence, 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 take a Magic 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 take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

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 and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Mariner's Armor (Studded Leather) uncommon DDEP10-00 The Great Knucklehead Rally Show
Notes:

Armor (light), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Sending Stones uncommon DDAL10-02 Gnashing Teeth Show
Notes:

Wondrous Item, uncommon
These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin.

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.

Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Dragon Vessel (Slumbering) uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Wondrous Item, varies (requires attunement)
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

Bracers of Archery uncommon DDEP10-01 Terror in Ten Towns Show
Notes:

Wondrous Item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.

Wand of Entanglement uncommon Trade Log Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Dragon’s Wrath Weapon (Battleaxe)) (Slumbering) (Silver) uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Weapon (Battleaxe), Rarity Varies (Requires Attunement)
This battleaxe has a silver scale handle
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.

Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.

Boots of Striding and Springing uncommon DDAL10-01 Into the Frozen North Show
Notes:

Wondrous Item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way.
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.

Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

Whip, +1 uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Weapon (whip), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Goggles of Night uncommon DDAL10-01 Into the Frozen North Show
Notes:

Wondrous Item, uncommon
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers.

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.

Wand of Secrets uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Wand, Uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.