Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Tome of Clear Thought very_rare DDHC-MORD-02 The Lich-Queen’s Begotten Show
Notes:

Wondrous item, very rare
Major tier
5 lb.

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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.

Manual of Quickness of Action very_rare CCC-BMG-37-HULB3-1 The Weakness of Rock Trade Log Show
Notes:

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Ring of Fire Resistance rare CCC-GHC-BK1-04_I_Am_the_Fire Trade Log Show
Notes:

Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped. This item can be found on page 192 of the Dungeon Master's Guide.

Periapt of Proof agains Poison rare CCC-RCC-01-06 The Handfastening Trade Log Show
Notes:

This heavy leather cord contains a brilliant-cut emerald pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

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

Rod, very rare

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.

Quaryl's Codex (Tome of the Stilled Tongue) legendary DDAL00-02F Lost Tales of Myth Drannor: The Definition of Heroism DAL00-02F Lost Tales of Myth Drannor: The Definition of Heroism Show
Notes:

Wundersamer Gegenstand, legendär (erfordert Einstimmung durch einen Magier)

Während du auf diesen Gegenstand eingestimmt bist, kannst du ihn als Zauberbuch und als Arkanen Fokus verwenden. Zusätzlich kannst du, während du den Folianten in der Hand hältst, eine Bonusaktion verwenden, um einen Zauber zu wirken, den du in dieses Buch geschrieben hast, ohne einen Zauberplatz zu verbrauchen und ohne verbale oder somatische Komponenten zu benötigen. Nachdem diese Eigenschaft genutzt wurde, kann sie erst wieder bei der nächsten Morgendämmerung eingesetzt werden.

Nur du kannst die Zunge vom Einband des Buches entfernen. Wenn du dies tust, werden alle im Buch niedergeschriebenen Zauber dauerhaft ausgelöscht.
Dieses dicke Buch enthält Seiten aus dünn gehämmertem Kupfer und besitzt dünne Einbände aus Schiefer. Es wird durch eine abgetrennte elfische Zunge verschlossen gehalten. Gelegentlich entdeckt der eingestimmte Nutzer dieses Zauberbuchs Nachrichten, die von jemandem niedergeschrieben wurden, der behauptet, aus dem Netheril-Reich zu stammen; dieser geisterhafte Schreiber bezeichnet sich selbst schlicht als „der Hexenmeister“ und äußert sich häufig zur Macht des einen wahren Gottes der Magie: Mystryl.

Gray Robe of the Archmagi legendary DDAL00-03 - Those That Came Before Trade Log Show
Notes:

Wondrous item, legendary (requires attunement by a sorcerer, wizard, or warlock)
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:

If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.

This item can be found in the Dungeon Master’s Guide.

Staff of Frost very_rare DDAL00-11 Pipyap’s Guide to All of the DDAL00-11 Pipyap’s Guide to All of the Show
Notes:

Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.

This staff is covered in carvings of infernals reading various tomes. If placed atop an open book, the staff reads the book aloud with a deep, inhuman voice, using the language the book is written in.

Bracers of Archery uncommon DDAL05-02 The Black Road Trade Log Show
Notes:

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. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.

In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Efreeti Chain +3 legendary DDAL07-15 Streams of Crimson Trade Log Show
Notes:

Heavy Armor, Major, Legendary (Requires Attunement)

Armor Class: 16

Weight: 55 lbs.

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task.

The wearer has disadvantage on Stealth (Dexterity) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Soul Coin uncommon DDAL09-19 Fang of Claw DDAL09-19 Fang of Claw Show
Notes:

Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound and is inscribed with Infernal writing
and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Scarab of Protection legendary DDAL09-19 Fang of Claw DDAL09-19 Fang of Claw Show
Notes:

Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw
against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This item can be found in the Dungeon Master’s Guide.

Deathshield (Defender) legendary DDAL09-20 - Where Devils Fear to Treat DDAL09-20 - Where Devils Fear to Treat Show
Notes:

Weapon (greatsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus
to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.

Soul Coin uncommon DDAL09-20 - Where Devils Fear to Treat DDAL09-20 - Where Devils Fear to Treat Show
Notes:

Wondrous item, uncommon

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound and is inscribed with Infernal writing
and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:

Drain Life. You siphon away some of the soul’s essence and
gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Winged Boots uncommon DDEX2-10 Cloaks and Shadows Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)
While wearing these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Half-Plate of Poison Resistance rare DDEX3-11 Quest for Sporedome DDEX3-11 Quest for Sporedome Show
Notes:

Armor (half plate), rare (requires attunement)

This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds.

You have resistance to poison 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.

The wearer has disadvantage on Dexterity (Stealth) checks.

Bracers of Archery uncommon DDEX3-14 Death on the Wall Trade Log Show
Notes:

Wondrous item, major tier, uncommon (requires attunement)

Etched around these bracers are words in Elvish that read "Strike True." A description of this item can be found in the Dungeon Master's Guide.

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.

Ring of Force Resistance rare DDHC-CM-16 Alkazar's Apendix Trade Log Show
Notes:

You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.

Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix Trade Log Show