Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Shortsword +1 (U)
uncommon
Service award + lvl5
Show
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.
Studded Leather +1
rare
Trade/Lyria
Trade Log
Show
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.
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.
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.
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.
Amulet of Health (R,A)
rare
DDAL08-10 The Skull Square Murders
DDAL08-10 The Skull Square Murders
Show
Notes:
Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Flavour:
An electrum pendant in the shape of an eye surrounded by a grasping tentacle hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
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.
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.
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.
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.
Bag of Holding (U)
uncommon
KKnutzen/Caira Shepard/DDHC-GoSM Tamaraut's Fate
Trade Log
Show
Notes:
Bag Of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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.
Amulet of Health (R-A)
rare
CCC-SFBay-02-02 Rise of the Ogre King
CCC-SFBay-02-02 Rise of the Ogre King
Show
Notes:
Amulet of Health
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide.
Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Shortsword +1 (U) | uncommon | Service award + lvl5 | Show | |||
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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Studded Leather +1 | rare | Trade/Lyria | Trade Log | Show | ||
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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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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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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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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Amulet of Health (R,A) | rare | DDAL08-10 The Skull Square Murders | DDAL08-10 The Skull Square Murders | Show | ||
Notes:
Amulet of Health Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. Flavour: An electrum pendant in the shape of an eye surrounded by a grasping tentacle hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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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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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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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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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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Bag of Holding (U) | uncommon | KKnutzen/Caira Shepard/DDHC-GoSM Tamaraut's Fate | Trade Log | Show | ||
Notes:
Bag Of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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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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Amulet of Health (R-A) | rare | CCC-SFBay-02-02 Rise of the Ogre King | CCC-SFBay-02-02 Rise of the Ogre King | Show | ||
Notes:
Amulet of Health This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. |