Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Cube of Force (R, A)
common
Assigning DM Reward
Show
Notes:
This ornate puzzle cube is carved from duskwood and polished to a shine. The lateral faces are engraved with the likenesses of Fenaria's companions in Tymora's Smile, while the top bears the band’s crest and their pledge to be "Always together, never apart". The latter half of the band’s promise - "Though we are distant, we are connected in heart" – adorns the bottom face. The likenesses whisper words of encouragement to the bearer whenever a surface is pressed, and the cube activated. Additionally, the bearer can discern the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward if the words on the cube are spoken.
Ioun Stone of Intellect (VR, A)
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
This translucent green stone came from the Far Realm.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Heward's Handy Spice Pouch (C)
common
SJ-DC-RTR-09 Trumps, Trades and Tricks
Show
Notes:
Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Minor Property: Language The bearer can speak and understand Elvish while the item is on the bearer's person. Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.
Ring of Regeneration (VR, A)
common
DDAL-DRW-15 Frozen Whisper
Show
Notes:
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Quor'hin's Hat (Hat of Wizardry) (C, A)
common
SJ-DC-ECHO-01 Starfall
Show
Notes:
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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.
This item is found in Xanathar’s Guide to Everything.
This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one..
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location
Portable Hole (R)
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
Woe (Unique)
common
DDAL-DRW-16 Uprising
Show
Notes:
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally.
When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”
Moon-Touched Great Sword (C)
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Horn of Silent Alarm (Guardian Property)(C)
common
Trade Log
Show
Ring of Regeneration (VR, A)
common
SJ-DC-AMAK-02: Enemy within
Show
Clothes of Mending (C)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Scimitar of Speed (VR, A)
common
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Harmonious. Attuning to this item takes only 1 minute.
Wand of Polymorph (VR, A)
common
DDHC-CM Alkazaar's Appendix
Show
Hat of Wizardry (C, A)
common
SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art
Show
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Ring of Telekinesis (VR, A)(stashed)
common
Trade Log
Show
Half Plate of Gleaming (C)
common
Wild Beyond the Witcight
Trade Log
Show
Notes:
This Armor glitters with golden lace woven through the creases and folds of the plates. No matter how dirty you get, this Armor will never get dirty. For all that glitters is gold.
Bag of Holding (UC)(stashed)
common
Taking free Level 5 Item
Show
Spellwrought Tattoo (Counterspell) (UC)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4.
Curious Irradiation (Absorbing Tattoo - Radiant) (VR,A)
common
SJ-DC-LEGIT-SB-03 Mergers and Aquisitions
Show
Notes:
Produced by a special needle, this magic tattoo features designs that emphasize one color. Gold.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Cloak of Many Fashions (C)
common
Trade Log
Show
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cube of Force (R, A) | common | Assigning DM Reward | Show | |||
Notes:
This ornate puzzle cube is carved from duskwood and polished to a shine. The lateral faces are engraved with the likenesses of Fenaria's companions in Tymora's Smile, while the top bears the band’s crest and their pledge to be "Always together, never apart". The latter half of the band’s promise - "Though we are distant, we are connected in heart" – adorns the bottom face. The likenesses whisper words of encouragement to the bearer whenever a surface is pressed, and the cube activated. Additionally, the bearer can discern the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward if the words on the cube are spoken. |
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Ioun Stone of Intellect (VR, A) | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
This translucent green stone came from the Far Realm. An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. |
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Heward's Handy Spice Pouch (C) | common | SJ-DC-RTR-09 Trumps, Trades and Tricks | Show | |||
Notes:
Wondrous Item, Common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Minor Property: Language The bearer can speak and understand Elvish while the item is on the bearer's person. Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers. |
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Ring of Regeneration (VR, A) | common | DDAL-DRW-15 Frozen Whisper | Show | |||
Notes:
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Quor'hin's Hat (Hat of Wizardry) (C, A) | common | SJ-DC-ECHO-01 Starfall | Show | |||
Notes:
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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. This item is found in Xanathar’s Guide to Everything. This pirate hat was once worn by Captain Quor’hin of the githyanki Space Galleon Kur’Rakesh. Made of dark purple fabric and trimmed with silver lace, the hat is both a fashion statement and a useful item for any enterprising wizard, all rolled up into one.. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location |
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Portable Hole (R) | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
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Woe (Unique) | common | DDAL-DRW-16 Uprising | Show | |||
Notes:
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so. You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.” |
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Moon-Touched Great Sword (C) | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Horn of Silent Alarm (Guardian Property)(C) | common | Trade Log | Show | |||
Ring of Regeneration (VR, A) | common | SJ-DC-AMAK-02: Enemy within | Show | |||
Clothes of Mending (C) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. |
||||||
Scimitar of Speed (VR, A) | common | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
Harmonious. Attuning to this item takes only 1 minute. |
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Wand of Polymorph (VR, A) | common | DDHC-CM Alkazaar's Appendix | Show | |||
Hat of Wizardry (C, A) | common | SJ-DC-AFA-03 The Art of Stealing and the Stealing of Art | Show | |||
Notes:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Ring of Telekinesis (VR, A)(stashed) | common | Trade Log | Show | |||
Half Plate of Gleaming (C) | common | Wild Beyond the Witcight | Trade Log | Show | ||
Notes:
This Armor glitters with golden lace woven through the creases and folds of the plates. No matter how dirty you get, this Armor will never get dirty. For all that glitters is gold. |
||||||
Bag of Holding (UC)(stashed) | common | Taking free Level 5 Item | Show | |||
Spellwrought Tattoo (Counterspell) (UC) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
Notes:
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4. |
||||||
Curious Irradiation (Absorbing Tattoo - Radiant) (VR,A) | common | SJ-DC-LEGIT-SB-03 Mergers and Aquisitions | Show | |||
Notes:
Produced by a special needle, this magic tattoo features designs that emphasize one color. Gold. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn. |
||||||
Cloak of Many Fashions (C) | common | Trade Log | Show | |||
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. |