Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Horn of Valhalla, Brass rare CCC-GAD02-03 Arena of Champions CCC-GAD02-03 Arena of Champions Show
Notes:

Wondrous item, rare
2 lb. You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. A brass horn summons 3d4 + 3 berserkers. To use the brass horn, you must be proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Cloak of Invisibility legendary Assignment 13 Season 11b (DDEP-06-03) Assignment 13 Season 11b Show
Notes:

Wondrous item, legendary (requires attunement)
Major tier

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Studded Leather Armor +2 very_rare Assignment 14 Season 11b (CCC-TRI-23) Assignment 14 Season 11b Show
Notes:

Light armor, very rare

13 lb. AC 12 + Dex

You have a +2 bonus to AC while wearing this armor.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Vorpal Scimitar legendary DDAL-07-16 Pools of Cerulean Trade Log Show
Notes:

Martial Weapon, Melee Weapon, Major, Legendary (Requires Attunement)

Damage: 1d6 slashing
Properties: finesse, light

Weight: 3 lbs.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Flavour.

This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles.

Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL 10-05 A Blight in the Darkness Trade Log Show
Notes:

Chardalyn Breastplate (Armor of Necrotic Resistance)

Armor (breastplate), rare (requires attunement)

This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor

Belt of Stormgiant Strength legendary DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
Notes:

Wondrous item, legendary (requires attunement)

While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.

Adamantine Half-Plate uncommon DDAL00-01 Window to the Past DDAL00-01 Window to the Past Show
Notes:

Medium armor, uncommon
Major tier
40 lb. AC 15 + Dex (max 2)

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.

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.

The wearer has disadvantage on Dexterity (Stealth) checks.

Rod of Security very_rare DDAL00-01 Window to the Past DDAL00-01 Window to the Past Show
Notes:

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.

Rooster (Wand of Wonder) rare DDAL00-03 - Those That Came Before 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.

Ring of Telekinesis very_rare Trade Log Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Figurine of Wonderous Power, Obsidian Steed very_rare DDHC-KfgV-13 Fire and Darkness Trade Log Show
Notes:

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Obsidian Steed.

This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.

If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Carpet of Flying very_rare CCC-GOC-0103 Winds of Rot 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 spoke directions, provided that you are within 30 feet of it.

The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.

Size: 5 ft. x 7 ft. Capacity: 600 lb Flying Speed: 40 feet

Shortsword + 3 very_rare DDHC-TYP-White Plume Mountain Trade Log Show
Notes:

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Platinum Scarf legendary PS-DC-TWW The Wishing Well PS-DC-TWW-00 - The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.