Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
đŸ—č Mantle of Spell Resistance common DDAL-DRW11 Shadows in the Stacks Show
Notes:

Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
This cloak is wrought from cloth as dark as a starless night sky.

đŸ—č Manual of Bodily Health very_rare DDHC-TYP Tales from the Yawning Portal: Glacier of the Frost Giant Jarl Show
☐ Moon Sickle, +1 uncommon DDAL-DRW10 Unsafe Harborage Show
Notes:

Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 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.

đŸ—” Moon-Touched Longsword common Blue Alley DDHC-WDH-03 Blue Alley Show
đŸ—” Moon-Touched Longsword common Trade Log Show
☐ Moon-Touched Sword (Greatsword) common DDAL-DRW17 Expedition to the Supreme Forge Show
Notes:

Weapon (greatsword), common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.

🎕 Necklace of Fireballs (5 beads) common DDAL-DRW18 Against the Machine Show
Notes:

Carnelian orbs in clawlike settings hang from a heavy gold chain. Each stone is hot to the touch, and feels as if it could easily detach from its setting.
This necklace has 1d6 + 3 (5 total) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

☐ Portable Hole rare DDAL-DRW17 Expedition to the Supreme Forge Show
Notes:

Wondrous item, rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

☐ Ring of Evasion rare DDAL-DRW16 Uprising Show
Notes:

Crafted for the Red Wizards, this ring bears their symbol (8 orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

☐ Ring of X-Ray Vision rare DDAL-DRW10 Unsafe Harborage Show
Notes:

This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”

đŸ—č The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-03 Six Swords Unbound Show
Notes:

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

đŸ—č The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-03 Six Swords Unbound Show
Notes:

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

đŸ—č Tome of Understanding very_rare Trade Log Show
☐ Wand of Winter common DDAL-DRW12 To Walk the Cold Dark Show
Notes:

Wand, rare (requires attunement)
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Casting Cantrips from Magic Items
Spells, including cantrips, cast from a magic item are cast at their lowest possible level unless the item states otherwise. A cantrip’s spell level is always 0, and if cast from an item, it doesn’t improve based on the user’s character level.
The wand of winter offers the ability to cast two versions of ray of frost. If ray of frost is cast without expending a charge, it’s the same as if a 1st-level character had cast it. If a charge is expended, it’s as if a 5th-level character had cast it—the damage increases to 2d8, but the spell’s level is still 0.

☐ Woe unique DDAL-DRW16 Uprising Show
Notes:

This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when seen peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”