Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
UC - Lathai´s saddle (Saddle of the Cavalier) + 10 DT common DDAL00-02F: The Definition of Heroism Show
Notes:

Lathai’s Saddle

Constructed by sea elves and made of hardened
seaweed and lily pads, this item allows the mount to understand you.

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

UC/AT - Dryad´s Cloak (Cloak of Protection) uncommon DDAL00-02 Lost Tales of Myth Drannor - A: The Darwood Webs Show
Notes:

Wondrous Item, uncommon (requires attunement)

This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak.
This item can be found in the Dungeon Master’s Guide

UC - Goggles of Night uncommon DDAL10-01 The Frozen North - Part 4: The Thing Show
Notes:

Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

UC/AT - The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06 - Eye of Darkness, Heart of Light Show
Notes:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. This ite

UC/AT - Boots of Striding and Springing uncommon DDHC-LMOP HC - Chapter 4: Waveechocave 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.

UC/AT - Cloak of Protection uncommon DDAL06-01 A Thousand Tiny Deaths Show
Notes:

You gain a +1 bonus to AC and saving throws while you wear this cloak. Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.

Amulet of Proof Against Detection and Location uncommon DDAL09-01 Escape from Elturel Part 4: The Liar Show
Notes:

Requires Attunement

While wearing this Amulet, you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying sensors.

UC - Quiver of the centaurs (Quiver of Ehlonna) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Quiver of the Centaurs

Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives
you advantage on social interaction checks to improve the attitude of centaurs.

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

UC/AT - Pixie winged boots (Winged Boots) + 10 DT uncommon DDAL07-16 Pools of Cerulean Show
Notes:

These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides.

When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

UC - Rotsalve uncommon RMH-EP-01 The Grand Masquerade Show
Notes:

Rotsalve
Wondrous item, uncommon

Rotsalve functions as Keoghtom’s ointment which is found in the Dungeon Master’s Guide.

This salve is made of rendered humanoid fat. The putrid scent of the ointment attracts the ire of the undead, and for 1 hour after a creature receives the ointment, attack rolls by undead against that creature are made with advantage.

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 Hit Points, ceases to be Poisoned, and is cured of any disease.

UC - The Night Queen´s eyes (Goggles of Night) + 250gp uncommon CCC-GOC-0102 Cairns of Rot Show
Notes:

The Night Queen´s Eyes

Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others´faces as sinister countenances.

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

UC - Mariner´s armor (Scale Mail) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile.

While wearing the armor, you need half the water normally required to stave of exhaustion.

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

R/AT - Faerie dragon´s favor (Mantle of Spell Resistance) + 2500 gp rare DDAL06-01 A Thousand Tiny Deaths Show
Notes:

This cloak appears as scintillating faerie dragon winds.

While wearing this cloak, you understand written and spoken Draconic.

You have advantage on Saving Throws against Spells while you wear this cloak.

R - Longbow +2 rare DDEX3-7 Herald of the Moon Show
Notes:

This adventure features an item that is no longer acceptable under D&D Adventurers League guidelines, as it deviates from the attunement standards in the DMG. Instead of Shadowsong, this adventure instead unlocks a +2 weapon (longbow or shortbow). This +2 weapon has the sentinel property and glows dimly in the presence of humans.

R - Hewards Handy Haversack rare DDHC-SKT Storm King’s Thunder Show
Notes:

This Backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The Backpack always weighs 5 pounds regardless of its Contents.

Placing an object in the haversack follows the normal rules for interacting with Objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its Contents are lost forever, although an artifact always turn up again somewhere. If the haversack is turned inside out, its Contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

R/AT - Sprite´s rescue (Ring of Feather Falling) + 20 DT rare DDAL00-02B The Weirding Vats Show
Notes:

A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back.

The ring faintly glows emerald green when a fey creature is within 30 feet of you.

When you fall while wearing this ring, you descend 60 feet per round and take no damage from Falling.

R/AT - The Blink Dog´s Guide to Transversing the Feywild (Atlas of Endless Horizons) + 2500 gp rare CCC-GOC-0103 Winds of Rot Show
Notes:

This small, yellow book is inscribed in silver with the title in Sylvan.

When used, you briefly flicker and the howl of dogs can be heard in the distance.

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

  • If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
  • When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
R/AT - Siren´s caress (Wand of Paralysis) + 20 DT rare DDHC-TOA-10 Ruins of Hisari Show
Notes:

This crystalline wand appears as a spiral-shaped waterspout. When used, a haunting melody is heard emanating from the wand.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, Ending the Effect on itself on a success.

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.

R - Hag´s clawblade (Vicious Rapier) + 20DT rare DDHC-SKT Storm King’s Thunder Chapter 4 Show
Notes:

This rapier has a malachite blade and bears jagged, claw-like protrusions along its length. Its hilt changes its appearance each dusk, which has no effect on its other properties.

When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.

Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.

VR/AT - Grig fiddle (Anstruth harp) + 30 DT very_rare DDAL10-02 Gnashing Teeth Show
Notes:

This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it
shrinks back down to its original size when not in use.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
* Control Weather
* Cure Wounds (5th level)
* Wall of Thorns

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.