Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Secrets (U)
uncommon
DDHC-DMM Dungeon of the Mad Mage T2
DDHC-DMM Dungeon of the Mad Mage T2
Show
Notes:
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of Fireballs (R,A)
rare
Gift from Zenith in Skullport
Trade Log
Show
Notes:
Wand of Fireballs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
Vicious Dagger (R)
rare
DDHC-KGV-10 Heart of Ashes
DDHC-KGV-10 Heart of Ashes
Show
Timefrost (Temperate Vicious Weapon: Scimitar) (R)
rare
FR-DC-GLACIER-01 Murder Party
FR-DC-GLACIER-01 Murder Party
Show
Notes:
Weapon (Scimitar), rare
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.
This frostbitten scimitar boasts a wicked edge.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Theldin's Favor/shortsw +2 (R)
rare
Trade/Giants of the Star Forge
Trade Log
Show
Notes:
Theldin’s Favor allows the character to select ANY rare armor or weapon from an AL legal source and is an item that's legal for that character's campaign. All relevant AL guidance relating to the legality of an item applies (Player's Guide, FAQ, etc). Bigby's is also an AL legal source, as of the same announcement that made Starforge legal.
Studded Leather +1
rare
Trade/Lyria
Trade Log
Show
Silver Dragon Scale Mail (VR-A)
very_rare
DDHC-KGV-10 Heart of Ashes
DDHC-KGV-10 Heart of Ashes
Show
Notes:
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table).
Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn.
Shortsword +1 (U)
uncommon
Service award + lvl5
Show
Ring of Swimming (U)
uncommon
Dungeon of the Mad Mage floor 2
Dungeon of the Mad Mage 6+7
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Cold Resistance (R,A)
rare
DDAL-CGB-Cloud Giants Bargain
DDAL-CGB-Cloud Giants Bargain
Show
Notes:
You have resistance to cold damage while wearing this tourmaline ring.
Red Wizard Ledger (Temperate Enduring Spellbook) (C)
common
FR-DC-GLACIER-01 Murder Party
FR-DC-GLACIER-01 Murder Party
Show
Notes:
Red Wizard Ledger (Temperate Enduring Spellbook)
Wondrous Item, 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.
Her spellbook contains these spells: Arcane Lock, Banishment, Dispel Magic, Globe of Invulnerability,
Invisibility, Lightning Bolt, Mage Armor, Wall of Force
Khazark Rubi’s travel spellbook is surprisingly decorated with little doodles; one of these depicts herself in a snug dress and hanging off the arm of a lich wearing a tiny crown.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Pipe of Smoke Monsters (C)
common
Dungeon of the Mad Mage T2 f4
Dungeon of the Mad Mage T2
Show
Notes:
Pipe of Smoke Monsters
Wondrous item, common
While smoking this pipe, one can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube. It loses its shape after a few seconds, becoming an ordinary puff of smoke.
Mace of smiting (R)
rare
DDAL07-06 Fester and Burn
DDAL07-06 Fester and Burn
Show
Notes:
Weapon, mace, rare
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.
Glamoured Studded Leather +1 (R)
rare
DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words
Show
Notes:
Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Flavour: This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.
Flame Tongue Longsword (R-A)
rare
DDHC-KGV-10 Heart of Ashes
DDHC-KGV-10 Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (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.
Elven Chain Mail (R)
rare
Trade Ståle/Torgus, Lair of Dragon
Trade Log
Show
Notes:
Elven Chain Mail
Armor (Chain Mail), Rare
You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.
Flavour: This armor is magnificent elven handiwork from a long time ago, but it has gotten a hint of sulfur smell that you cannot get rid of. "Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it."
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Cloak of Displacement (R-A)
rare
CCC-SFBay-02-01 Old Enemies Arise
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Cloak of Displacement
Wondrous item, rare (requires attunement)
This item comes in the form of a cloak made from a rare cloth found only in the Feywild. It is covered in blue runes.
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Circlet of Blasting (U)
uncommon
Dungeon of the Mad Mage
Dungeon of the Mad Mage
Show
Notes:
Circlet of Blasting
Wondrous item, uncommon
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.
Boots of Springing and Striding (U)
uncommon
DDHC00-GSM Ch.5 Isle of the Abbey
DDHC00-GSM Ch.5 Isle of the Abbey
Show
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing Heavy Armor. In addition, whenever you jump, you can jump three times the normal distance.
Berserker Flail (R-A)
rare
CCC-UCON-01 Blood & Fog
CCC-UCON-01 Blood & Fog
Show
Notes:
Weapon (Flail), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Secrets (U) | uncommon | DDHC-DMM Dungeon of the Mad Mage T2 | DDHC-DMM Dungeon of the Mad Mage T2 | Show | ||
|
Notes:
Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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| Wand of Fireballs (R,A) | rare | Gift from Zenith in Skullport | Trade Log | Show | ||
|
Notes:
Wand of Fireballs This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. |
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| Vicious Dagger (R) | rare | DDHC-KGV-10 Heart of Ashes | DDHC-KGV-10 Heart of Ashes | Show | ||
| Timefrost (Temperate Vicious Weapon: Scimitar) (R) | rare | FR-DC-GLACIER-01 Murder Party | FR-DC-GLACIER-01 Murder Party | Show | ||
|
Notes:
Weapon (Scimitar), rare |
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| Theldin's Favor/shortsw +2 (R) | rare | Trade/Giants of the Star Forge | Trade Log | Show | ||
|
Notes:
Theldin’s Favor allows the character to select ANY rare armor or weapon from an AL legal source and is an item that's legal for that character's campaign. All relevant AL guidance relating to the legality of an item applies (Player's Guide, FAQ, etc). Bigby's is also an AL legal source, as of the same announcement that made Starforge legal. |
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| Studded Leather +1 | rare | Trade/Lyria | Trade Log | Show | ||
| Silver Dragon Scale Mail (VR-A) | very_rare | DDHC-KGV-10 Heart of Ashes | DDHC-KGV-10 Heart of Ashes | Show | ||
|
Notes:
Dragon Scale Mail Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn. |
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| Shortsword +1 (U) | uncommon | Service award + lvl5 | Show | |||
| Ring of Swimming (U) | uncommon | Dungeon of the Mad Mage floor 2 | Dungeon of the Mad Mage 6+7 | Show | ||
|
Notes:
Ring of Swimming You have a swimming speed of 40 feet while wearing this ring. |
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| Ring of Cold Resistance (R,A) | rare | DDAL-CGB-Cloud Giants Bargain | DDAL-CGB-Cloud Giants Bargain | Show | ||
|
Notes:
You have resistance to cold damage while wearing this tourmaline ring. |
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| Red Wizard Ledger (Temperate Enduring Spellbook) (C) | common | FR-DC-GLACIER-01 Murder Party | FR-DC-GLACIER-01 Murder Party | Show | ||
|
Notes:
Red Wizard Ledger (Temperate Enduring Spellbook) Khazark Rubi’s travel spellbook is surprisingly decorated with little doodles; one of these depicts herself in a snug dress and hanging off the arm of a lich wearing a tiny crown. |
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| Pipe of Smoke Monsters (C) | common | Dungeon of the Mad Mage T2 f4 | Dungeon of the Mad Mage T2 | Show | ||
|
Notes:
Pipe of Smoke Monsters While smoking this pipe, one can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube. It loses its shape after a few seconds, becoming an ordinary puff of smoke. |
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| Mace of smiting (R) | rare | DDAL07-06 Fester and Burn | DDAL07-06 Fester and Burn | Show | ||
|
Notes:
Weapon, mace, rare 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. |
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| Glamoured Studded Leather +1 (R) | rare | DDAL08-11 Poisoned Words | DDAL08-11 Poisoned Words | Show | ||
|
Notes:
Glamoured Studded Leather Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Flavour: This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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| Flame Tongue Longsword (R-A) | rare | DDHC-KGV-10 Heart of Ashes | DDHC-KGV-10 Heart of Ashes | Show | ||
|
Notes:
Flame Tongue Longsword 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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| Elven Chain Mail (R) | rare | Trade Ståle/Torgus, Lair of Dragon | Trade Log | Show | ||
|
Notes:
Elven Chain Mail You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor. Flavour: This armor is magnificent elven handiwork from a long time ago, but it has gotten a hint of sulfur smell that you cannot get rid of. "Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it." Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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| Cloak of Displacement (R-A) | rare | CCC-SFBay-02-01 Old Enemies Arise | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
|
Notes:
Cloak of Displacement This item comes in the form of a cloak made from a rare cloth found only in the Feywild. It is covered in blue runes. While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. |
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| Circlet of Blasting (U) | uncommon | Dungeon of the Mad Mage | Dungeon of the Mad Mage | Show | ||
|
Notes:
Circlet of Blasting 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. |
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| Boots of Springing and Striding (U) | uncommon | DDHC00-GSM Ch.5 Isle of the Abbey | DDHC00-GSM Ch.5 Isle of the Abbey | Show | ||
|
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing Heavy Armor. In addition, whenever you jump, you can jump three times the normal distance. |
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| Berserker Flail (R-A) | rare | CCC-UCON-01 Blood & Fog | CCC-UCON-01 Blood & Fog | Show | ||
|
Notes:
Weapon (Flail), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target. This battered flail is notched and covered in a patina of rust and dried blood. While wielding this flail you have advantage on Wisdom (Survival) checks made to track humanoids. Due to your intense desire to retain the flail, it costs an extra 30 downtime days to trade away as you experience severe withdrawal from its powers. |
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