Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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 on ranged attacks made with such weapons.

Amethyst Dragon's Wrath Longbow (Stirring) rare Trade Log Show
Notes:

Weapon (longbow), rare (requires attunement)
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.

Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.

Armor of Resistance (Radiant) (Half Plate) rare Service Reward: Armor of Resistance (Radiant) (Half Plate) Show
Notes:

Armor (Half Plate), rare (requires attunement)
You have resistance to radiant damage while you wear this armor.

Mantle of Spell Resistance rare Service Reward: Mantle of Spell Resistance Show
Notes:

Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.

Mace of Smiting rare Service Reward: Mace of Smiting Show
Notes:

Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace 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

Cloak of Displacement rare DDAL05-05 A Dish Best Served Cold Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Opal of the Ild Rune rare DDAL05-11 Forgotten Traditions Show
Notes:

Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties

  • Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

  • Fire’s Friend. You have resistance to cold damage.

  • Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish.

Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:

  • Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits

  • Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

Lord Trey’s Leaves (Mantle of Spell Resistance) rare WBW-DC-TREY-01 Mistress Taken! Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak is crafted from living leaves. It’s coloration changes with the season.
You have advantage on saving throws against spells while you wear this cloak.

Guardian minor benefit: Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated.

Bracers of Defence rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

Weapon (dagger), rare
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Ioun Stone of Protection rare DDAL00-11d The Love Triangle Contract (Pipyap's Guide) Show
Notes:

Wondrous Item, rare (requires attunement)
Made from a chunk of Malbolgian rock, the owner can command it to ignite with hell fire as an action. The fire is as bright as a torch and ignites flammable objects. While ignited the stone radiates evil.

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.

Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Winter wolf cloak (Hell Hound Cloak) rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.

The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.

Armor of Necrotic Resistance, Half Plate rare Service Reward: Armor of resistance (Necrotic) (Half Plate) Show
Notes:

Armor (half plate), rare (requires attunement)
You have resistance to necrotic damage while you wear this armor.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Kagonesti Forest Shroud rare Service Reward: Kagonesti forest shroud Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.

Sprite’s Rescue (Ring of Feather Falling) rare Service Reward: Sprite’s Rescue Show
Notes:

Ring, rare (requires attunement)
A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you.
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Splint +1 rare DDAL05-04 In Dire Need Show
Notes:

Armor (splint), rare
A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.

You have a +1 bonus to AC while wearing this armor.

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Staff of the Rooted Hills rare Service Reward: Staff of the rooted hills Show
Notes:

Staff, rare (requires attunement)
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.

The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.

Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.

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

Wayfarer’s Boots rare Service Reward: Wayfarer's boots Show
Notes:

Wondrous Item, rare (requires attunement)
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.

Dagger of Blindsight rare Trade Log Show
Notes:

Weapon (dagger), rare (requires attunement)
The dagger has a saw-toothed edge and a black pearl nested in its pommel.
A creature attuned to it gains blindsight out to a range of 30 feet.

Shortbow, +2 rare Trade Log Show
Notes:

Weapon (shortbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.