Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Alchemy jug (U)
uncommon
DDEX3-08 The Malady of Elventree
DDEX3-08 The Malady of Elventree
Show
Notes:
This jug is made of a thin metal strips bolted together. It is covered in dwarven runes in the form of night sky constellations
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.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Bell of Silent Carols (Horn of Silent Alarm) (C)
common
DDAL00-05 Winter's Splendor
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, Common
This bell has 4 charges. When you use an action to ring it, one creature of your choice can hear the bell's ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
Book on chain (Flail +1) (U)
uncommon
DDHC-CM 01 The Joy of Extradimensional Spaces
Show
Notes:
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat
Boots of the Winterland (U,A)
uncommon
DDAL00-05 Winter's Splendor
DDAL00-05 Winter's Splendor
Show
Notes:
Wondrous Item, Boots, Requires Attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Bracers of Archery (U, A)
uncommon
DDEX03-14 Death on the Wall
DDEX03-14 Death on the Wall
Show
Notes:
Requires Attunement
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.
Etched around these bracers are words in Elvish that read "Strike True."
Elemental gem - red (U)
uncommon
CCC-BMG-MOON7-2 The Temple of the Sun
CCC-BMG-MOON7-2 The Temple of the Sun
Show
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Faerie Dragon’s Favor (Mantle of spell resistance) (R,A)
rare
Service Award
Faerie Dragon’s Favor
Show
Notes:
Faerie Dragon’s Favor
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance(see the Dungeon Master’s Guide).
Requires Attunement
You have advantage on Saving Throws against Spells while you wear this cloak.
Iron Bands of Bilarro (R)
rare
DDAL-DRW-01 Breaking Umberlee's Resolve
DDAL-DRW-01 Breaking Umberlee's Resolve
Show
Notes:
Iron Bands of Bilarro
Wondrous item, rare, Table G
This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.
A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn
Serpent Scale Armor (U)
uncommon
Trade/Candlekeep Mysteries
Trade Log
Show
Notes:
Source: Candlekeep Mysteries
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Shadowsong (Oathbow ) (VR,A/ranger)
very_rare
DDEX3-07 Herald of the Moon
DDEX3-07 Herald of the Moon
Show
Notes:
Ranged weapon (martial, longbow), very rare (requires attunement by ranger)
Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans.
When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield.
If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d8
Damage Type: Piercing
Properties: Ammunition, Heavy, Range, Two-Handed
Range: 150/600
Secondary Damage: 3d6
Weight: 2
Stone of Good Luck (Luckstone) (U,A)
uncommon
DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor)
DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This stone is made of murky, green crystal and isset on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch.
While this stone is on your person, you gain a +1 bonus to ability checks and saving throws.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Alchemy jug (U) | uncommon | DDEX3-08 The Malady of Elventree | DDEX3-08 The Malady of Elventree | Show | ||
Notes:
This jug is made of a thin metal strips bolted together. It is covered in dwarven runes in the form of night sky constellations 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. Liquid Max Amount |
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Bell of Silent Carols (Horn of Silent Alarm) (C) | common | DDAL00-05 Winter's Splendor | DDAL00-05 Winter's Splendor | Show | ||
Notes:
Wondrous Item, Common This bell has 4 charges. When you use an action to ring it, one creature of your choice can hear the bell's ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn. |
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Book on chain (Flail +1) (U) | uncommon | DDHC-CM 01 The Joy of Extradimensional Spaces | Show | |||
Notes:
Weapon (flail), uncommon Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat |
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Boots of the Winterland (U,A) | uncommon | DDAL00-05 Winter's Splendor | DDAL00-05 Winter's Splendor | Show | ||
Notes:
Wondrous Item, Boots, Requires Attunement These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: |
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Bracers of Archery (U, A) | uncommon | DDEX03-14 Death on the Wall | DDEX03-14 Death on the Wall | Show | ||
Notes:
Requires Attunement 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. Etched around these bracers are words in Elvish that read "Strike True." |
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Elemental gem - red (U) | uncommon | CCC-BMG-MOON7-2 The Temple of the Sun | CCC-BMG-MOON7-2 The Temple of the Sun | Show | ||
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. |
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Faerie Dragon’s Favor (Mantle of spell resistance) (R,A) | rare | Service Award | Faerie Dragon’s Favor | Show | ||
Notes:
Faerie Dragon’s Favor Requires Attunement |
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Iron Bands of Bilarro (R) | rare | DDAL-DRW-01 Breaking Umberlee's Resolve | DDAL-DRW-01 Breaking Umberlee's Resolve | Show | ||
Notes:
Iron Bands of Bilarro This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands. Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more. A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn |
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Serpent Scale Armor (U) | uncommon | Trade/Candlekeep Mysteries | Trade Log | Show | ||
Notes:
Source: Candlekeep Mysteries Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
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Shadowsong (Oathbow ) (VR,A/ranger) | very_rare | DDEX3-07 Herald of the Moon | DDEX3-07 Herald of the Moon | Show | ||
Notes:
Ranged weapon (martial, longbow), very rare (requires attunement by ranger) Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans. When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Two-Handed. This weapon requires two hands when you attack with it. Damage: 1d8 |
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Stone of Good Luck (Luckstone) (U,A) | uncommon | DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor) | DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor) | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) This stone is made of murky, green crystal and isset on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. |