Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

Nolzur's Marvelous Pigments very_rare DDHC-TOA-9 Ruins of Matolo DDHC-TOA-9 Ruins of Matolo Show
Notes:

Wondrous item, very rare
Minor tier
1 lb.

2 Pigments: red and blue

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

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.

Vicious Shortsword rare DDHC-KftGV-05 - Tockworth's Clockworks Trade Log Show
Notes:

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

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.

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.

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.

Cli Lyre rare DDHC-CM The Curious Tale of Wisteria Vale Trade Log Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

Eagle Whistle rare DDHC-TYP Tales from the Yawning Portal - Hidden Shrine Trade Log Show
Notes:

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

Figurine of Wondrous Power, Bronze Griffon rare DDHC-TOA-9 Ruins of Matolo DDHC-TOA-9 Ruins of Matolo Show
Notes:

Wondrous item, rare

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.

Bronze Griffon.

This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.

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