Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Ioun Stone of Intellect very_rare DDAL-DRW17 Expedition to the Supreme Forge Show
Notes:

Wondrous item, very rare (requires attunement)
This translucent green stone came from the Far Realm.

🗹 Staff of Power very_rare Purchase Log Show
☐ Ring of Regeneration very_rare DDAL-DRW-15 Frozen Whispers Show
Notes:

Ring, Very Rare (Requires Attunement)

This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.

Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part toregrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

☐ Bracers of Defense rare DDAL-DRW-14 The City That Should Not Be Show
☐ Chime of opening rare DDAL10-06 The Fallen Star Show
Notes:

This squat, black rod has a matte fnish and a couple of flat switches and dials at one end.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless

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

Dry, blisteringly hot air carrying embers and ashes blows from within the portable hole whenever it’s opened.

🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Boots of Levitation rare DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, rare (requires attunement)
These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

☐ Shortsword +2 rare DDAL00-13 Show
Notes:

Weapon (shortsword), rare
The shortsword is made from the claw of a polar bear, with a white blade and a black tip. The wielder, when happy, growls

☐ Necklace of Prayer Beads rare DDAL00-13 Show
Notes:

This necklace has three beads of blessing and two beads of curing.

☐ Winter Wolf Cloak (Hell Hound Cloak) rare DDAL00-13 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.

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

Ring, rare (requires attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight 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.

☐ Arrow-Catching Shield rare DDAL-DRW-EP03 When the Lights Went Out in Candlekeep Show
Notes:

This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack 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
🎕 Necklace of Fireballs (8 beads) uncommon 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 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.

☐ Robe of Useful Items uncommon DDAL10-04 Cold Benevolance Show
Notes:

Wondrous item, uncommon
This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has seven other patches:
• Spell Scroll containing Haste spell
• Spell Scroll containing Alter Self spell
• 4 potions of healing
• PIT (A cube 10 feet on a side), which you can place on the ground within 10 feet of you
• 2x A riding horse with saddlebags
• A rowboat (12 feet long)

🗹 Boots of the Winterlands uncommon Trade Log Show
Notes:

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.