Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of The Woodlands
rare
DDAL07-08 Putting the Dead to Rest
Show
Manual of Bodily Health
very_rare
CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
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.
20 TP (Tier 3-4)
+2 Half-plate
very_rare
DDEP07-02 Drums of the Dead
Aquire Magic Item
Show
Notes:
Armor (half plate), very rare
You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide.
This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language.
Necklace of Prayer Beads
rare
Trade Log
Show
Notes:
Necklace of Prayer Beads
Requires Attunement by a Cleric, Druid, or Paladin
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 — Bead Name — Spell:
1-6 — Blessing — Bless
7-12 — Curing — Cure Wounds (2nd level) or Lesser Restoration
13-16 — Favor — Greater Restoration
17-18 — Smiting — Branding Smite
19 — Summons — Planar Ally
20 — Wind walking — Wind Walk
5 Beads:
3 x Favor
1 x Blessing
1 x Curing
Tome of Understanding
very_rare
CCC-BMG-14 PHLAN1-2 Enemy of my Enemy
Show
Notes:
Wondrous item, Very Rare
This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wooden Shield +3
very_rare
H
Trade Log
Show
Notes:
Armor (shield), very rare
While holding this shield, you have a +3 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.
Snurre's Cape (Cloak of Cold Resistance)
rare
G
Trade Log
Show
Notes:
This item can be acquired as if it were a rare item on magic item table G. Resistance to Cold damage
Carpet of Flying
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
Size | Capacity | Flying Speed
3 ft. x 5 ft. | 200 lb. | 80 feet
4 ft. x 6 ft. | 400 lb. | 60 feet
5 ft. x 7 ft. | 600 lb. | 40 feet
6 ft. x 9 ft. | 800 lb. | 30 feet
Rod of Resurrection
legendary
Trade Log
Show
Notes:
Rod, legendary (requires attunement by a cleric, druid, or paladin)
This rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 ft. of undead.
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll d20. On a 1, the rod disappears in a burst of radiance.
Quaryl's Codex (Tome of the Stilled Tongue)
legendary
DDAL00-02f The Definition of Heroism
Show
Notes:
Wondrous Item, legendary (requires attunement by a wizard)
This thick tome contains pages of thin, hammered copper and has thin 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.
Periapt of Proof against Poison
rare
Trade Log
Show
Notes:
Wondrous Item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Staff of Power
very_rare
DDAL05-19 Eye of Xxiphu
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it.
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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, 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 spell attack bonus:
• cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
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.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
The Eye of Xxiphu
legendary
DDAL05-19 Eye of Xxiphu
Show
Notes:
Wondrous item, legendary
While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Rod of Security
very_rare
DDAL00-01 Window to the Past
Show
Notes:
Rod, very rare
This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 (6) other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Adamantine Armor (Half-plate)
uncommon
DDAL00-01 Window to the Past
Show
Notes:
Armor (half-plate), uncommon
Appearing almost decorative, this suit of highlypolished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection.
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Rooster (Wand of Wonder)
rare
DDAL00-03 Those That Came Before
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
*Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. *
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
D100 Effect
01-05 You cast slow.
06-10 You cast faerie fire.
11-15 You are stunned until the start of your next turn, believing something awesome just happened.
16-20 You cast gust of wind.
21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 You cast stinking cloud.
31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46 You cast lightning bolt.
47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute
63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 You cast fireball.
80-84 You cast invisibility on yourself.
85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Gray Robe of the Archmagi
legendary
DDAL00-03 Those That Came Before
Show
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)
*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 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 spells and other magical effects.
• Your spell save DC and spell attack bonus each increase by 2.
Ioun Stone of Greater Absorption
common
DDAL00-10 Trust and Understanding
Show
Notes:
Wondrous Item, legendary (requires attunement)
This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like.
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.
Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.
Moon Sickle +2
rare
Tier 2 Adventure Reward
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
This moonsickle is handcrafted with sophistication in mind. The blade is artisanally forged and is very sharp. The handle is made of oakwood, is varnished and is finished with a bright sheen. The phrase "Mithral Chef" is also etched on the base of the handle.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wand of Polymorph
very_rare
Trade Log
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches.
This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) 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.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of The Woodlands | rare | DDAL07-08 Putting the Dead to Rest | Show | |||
Manual of Bodily Health | very_rare | CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge | Show | |||
Notes:
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. 20 TP (Tier 3-4) |
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+2 Half-plate | very_rare | DDEP07-02 Drums of the Dead | Aquire Magic Item | Show | ||
Notes:
Armor (half plate), very rare |
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Necklace of Prayer Beads | rare | Trade Log | Show | |||
Notes:
Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 — Bead Name — Spell: 5 Beads: |
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Tome of Understanding | very_rare | CCC-BMG-14 PHLAN1-2 Enemy of my Enemy | Show | |||
Notes:
Wondrous item, Very Rare This book contains intuition and Insight 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Wooden Shield +3 | very_rare | H | Trade Log | Show | ||
Notes:
Armor (shield), very rare 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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Snurre's Cape (Cloak of Cold Resistance) | rare | G | Trade Log | Show | ||
Notes:
This item can be acquired as if it were a rare item on magic item table G. Resistance to Cold damage |
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Carpet of Flying | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Size | Capacity | Flying Speed |
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Rod of Resurrection | legendary | Trade Log | Show | |||
Notes:
Rod, legendary (requires attunement by a cleric, druid, or paladin) The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll d20. On a 1, the rod disappears in a burst of radiance. |
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Quaryl's Codex (Tome of the Stilled Tongue) | legendary | DDAL00-02f The Definition of Heroism | Show | |||
Notes:
Wondrous Item, legendary (requires attunement by a wizard) 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. |
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Periapt of Proof against Poison | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare |
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Staff of Power | very_rare | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, 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 spell attack bonus: 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. Distance from Origin Damage |
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The Eye of Xxiphu | legendary | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Wondrous item, legendary |
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Rod of Security | very_rare | DDAL00-01 Window to the Past | Show | |||
Notes:
Rod, very rare For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. |
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Adamantine Armor (Half-plate) | uncommon | DDAL00-01 Window to the Past | Show | |||
Notes:
Armor (half-plate), uncommon |
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Rooster (Wand of Wonder) | rare | DDAL00-03 Those That Came Before | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. D100 Effect |
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Gray Robe of the Archmagi | legendary | DDAL00-03 Those That Came Before | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock) 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. |
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Ioun Stone of Greater Absorption | common | DDAL00-10 Trust and Understanding | Show | |||
Notes:
Wondrous Item, legendary (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. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. |
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Moon Sickle +2 | rare | Tier 2 Adventure Reward | Show | |||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Wand of Polymorph | very_rare | Trade Log | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) |