Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Enduring Spellbook(C)
common
DC-PoA Chwinga Chwinga Chwinga
Show
Notes:
Enduring Spellbook- Wondrous item, minor tier, common
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.
☐Circlet of Blasting (U)
uncommon
C-PoA The Cave and the Rock- Seed: Breaking Ice-olation
C-PoA The Cave and the Rock- Seed: Breaking Ice-olation
Show
Notes:
Wondrous Item
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Candle of the Deep (C)
common
C-PoA The Cave and the Rock- Seed: Breaking Ice-olation
Show
Notes:
Candle of the Deep- Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Dread Helm (C)
common
DC-PoA Excuse me, I need this (S10, T1, 4-5h) [Burrowing Borrowers]
Show
Notes:
Dread Helm (made from the skull of a white dragon wyrmling)
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
☐Ring of Truth Telling (U)(a)
common
DC-PoA-AMAK01 My loneliness is killing you
DC-PoA-AMAK01 My loneliness is killing you
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
Shield of Expression (C)
common
DC-PoA-AMAK01 My loneliness is killing you
Show
Notes:
Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐Bloodwell Vial +1 (U)(a)
uncommon
S11 lvl up (lvl 5)
Purchase Log
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
☐Belt of Dwarvenkind (R)(a)
rare
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
Belt of Dwarvenkind
Wondrous item, rare (requires attunement)
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
☐Armor of Necrotic Resistance (R)(a)
rare
DDAL 10-05 A Blight in the Darkness
Show
Notes:
Chardalyn Breastplate (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
Wand of Pyrotechnics (C)
common
DDAL 10-05 A Blight in the Darkness
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
☐Flame Tongue Longsword (R) (a)
rare
DDAL 00-02D Echoes of the Weeping War
Show
Notes:
requires attunement
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.
☐Periapt of Wound Closure (U)(a)
uncommon
CCC-BMG-10 HILL1-2 Exodus
Show
Notes:
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.
Dark Shard Amulet (C)
common
DDAL10-07 Into Darkness
Show
Notes:
Dark Shard Amulet
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: •
You can use the amulet as a spellcasting focus for your warlock spells. •
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
☐Mace of Smiting (R)
rare
DDAL10-07 Into Darkness
Show
Notes:
Mace of Smiting
Weapon (mace), rare
This mace is fashioned from a single piece of obsidian.
The following phrase is inscribed over and over in Draconic around the mace’s haft:
“Those willing to deny themselves the radiance of the stars
would be better to pluck out their eyes
and cast them away.”
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct.
If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Clockwork Amulet (C)
common
DDAL10-10 Burying the Past
Show
Notes:
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
☐Ring of Spell Storing (R)(a)
rare
DDHC-TotYP White Plume Mountain
Show
Notes:
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 − 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐+1 Chain Mail (R)
rare
DDHC-TotYP White Plume Mountain
Show
☐Goggles of the Night (U)
uncommon
DDHC-TotYP White Plume Mountain
Show
Notes:
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.
☐Stone of Good Luck (U)(a)
uncommon
DDHC-TotYP White Plume Mountain
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐Boots of Striding and Springing (U)(a)
uncommon
DDHC-TotYP White Plume Mountain
Show
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Enduring Spellbook(C) | common | DC-PoA Chwinga Chwinga Chwinga | Show | |||
Notes:
Enduring Spellbook- Wondrous item, minor tier, common |
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☐Circlet of Blasting (U) | uncommon | C-PoA The Cave and the Rock- Seed: Breaking Ice-olation | C-PoA The Cave and the Rock- Seed: Breaking Ice-olation | Show | ||
Notes:
Wondrous Item |
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Candle of the Deep (C) | common | C-PoA The Cave and the Rock- Seed: Breaking Ice-olation | Show | |||
Notes:
Candle of the Deep- Wondrous item, common |
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Dread Helm (C) | common | DC-PoA Excuse me, I need this (S10, T1, 4-5h) [Burrowing Borrowers] | Show | |||
Notes:
Dread Helm (made from the skull of a white dragon wyrmling) Wondrous item, minor tier, common This fearsome steel helm makes your eyes glow red while you wear it. |
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☐Ring of Truth Telling (U)(a) | common | DC-PoA-AMAK01 My loneliness is killing you | DC-PoA-AMAK01 My loneliness is killing you | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you. |
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Shield of Expression (C) | common | DC-PoA-AMAK01 My loneliness is killing you | Show | |||
Notes:
Armor (shield), common A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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☐Bloodwell Vial +1 (U)(a) | uncommon | S11 lvl up (lvl 5) | Purchase Log | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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☐Belt of Dwarvenkind (R)(a) | rare | DDEX2-4 Mayhem in the Earthspur Mines | Show | |||
Notes:
Belt of Dwarvenkind This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. While wearing this belt, you gain the following benefits: In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. |
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☐Armor of Necrotic Resistance (R)(a) | rare | DDAL 10-05 A Blight in the Darkness | Show | |||
Notes:
Chardalyn Breastplate (Attunement) You have resistance to necrotic damage while you wear this armor |
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Wand of Pyrotechnics (C) | common | DDAL 10-05 A Blight in the Darkness | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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☐Flame Tongue Longsword (R) (a) | rare | DDAL 00-02D Echoes of the Weeping War | Show | |||
Notes:
requires attunement You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword. |
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☐Periapt of Wound Closure (U)(a) | uncommon | CCC-BMG-10 HILL1-2 Exodus | Show | |||
Notes:
Periapt of Wound Closure Wondrous item, uncommon (requires attunement) This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide. |
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Dark Shard Amulet (C) | common | DDAL10-07 Into Darkness | Show | |||
Notes:
Dark Shard Amulet This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: • You can use the amulet as a spellcasting focus for your warlock spells. • |
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☐Mace of Smiting (R) | rare | DDAL10-07 Into Darkness | Show | |||
Notes:
Mace of Smiting This mace is fashioned from a single piece of obsidian. The following phrase is inscribed over and over in Draconic around the mace’s haft: “Those willing to deny themselves the radiance of the stars would be better to pluck out their eyes and cast them away.” You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. |
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Clockwork Amulet (C) | common | DDAL10-10 Burying the Past | Show | |||
Notes:
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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☐Ring of Spell Storing (R)(a) | rare | DDHC-TotYP White Plume Mountain | Show | |||
Notes:
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 − 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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☐+1 Chain Mail (R) | rare | DDHC-TotYP White Plume Mountain | Show | |||
☐Goggles of the Night (U) | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Notes:
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. |
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☐Stone of Good Luck (U)(a) | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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☐Boots of Striding and Springing (U)(a) | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |