Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ +2 Amulet of the Devout rare DDAL-DRW11 Shadows in the Stacks Show
Notes:

Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

☐ Flame Tongue Longsword rare DDAL-DRW13 The Night Thieves Show
Notes:

This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water. These patterns shift and change slowly over time.

🗹 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

☐ Bracers of Defense rare DDAL-DRW14 The City That Should Not Be Show
☐ 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.

☐ 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.

☐ Knave's Eye Patch rare DDAL-DRWEP04 Tears Among the Stars Show
☐ Goggles of Night uncommon DDAL-DRW12 To Walk the Cold Dark Show
Notes:

Wondrous item, uncommon
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.
These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.

☐ 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.

☐ +1 Amulet of the Devout uncommon Purchase Log Show
☐ Enduring Spellbook common PS-DC-ELEMENT-DEATH-02 And Then They Attacked Show
Notes:

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.

☐ 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.

🗹 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.

🗵 Moon-Touched Longsword common Trade Log Show
🗵 Moon-Touched Longsword common Blue Alley DDHC-WDH-03 Blue Alley Show
🗵 Boots of False Tracks common Trade Log Show
Notes:

These thick-soled boots are made of supple black leather. When used to leave false tracks, the tracks they leave are filled with fresh blood—as if the creature leaving them was grievously wounded.

☐ 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.

🗹 Blood of Fury Tattoo common DDAL-DRW20 The Death of Szass Tam Show
Notes:

Wondrous item (tattoo), legendary (requires attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”

🎕 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.