Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Insignia of Claws (uncommon) uncommon DM Quest Reward Season 7 Abdul Ein Magic Item zugeteilt Show
Notes:

As a DM Quest Reward it is untradeable and doesnt count against magic item count
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Source: Hoard of the Dragon Queen, page 94

Eagle Whistle (No attunement) rare DDHC-TYP Hidden Shrine of Tamoachan 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.

Dust of Disappearance uncommon DDHC-TYP Hidden Shrine of Tamoachan Show
Notes:

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Alchemy Jug uncommon Trade Log Show
Notes:

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Acid (8 ounces), Oil (1 quart), Basic Poison (1/2 ounce), Vinegar (2 gallons), Beer (4 gallons), Water Fesh (8 gallons), Honey (Gallon), Water Salt (12 gallons), Wine (2 gallons)

Unlocked Magic Items

Name Rarity Tier Location Table Result Source
Adamantine Mace of Smiting rare 2 DDAL07-06 Fester and Burn G DDAL07-06 Fester and Burn Show
Notes:

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 an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.

Adamantine Weapon.
Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit.