Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Bag of Holding
uncommon
Purchase Log
Show
The Choralier’s Companion (Saddle of the Cavalier)
uncommon
B
CCC-REAP-01 Lost Ashes of a Wayward Gnome - A Red War Story
Show
Notes:
The Choralier’s Companion (Saddle of the Cavalier)
CCC-REAP-01 Lost Ashes of a Wayward Gnome - A Red War Story
Wondrous Item, Minor, Uncommon
Table B, Tier 1-4, 8 TCP
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.
Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount.
Gwa’thern Faln
rare
Trade Log
Show
Notes:
Gwa’thern FalnWeapon (longbow),
rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warriorYou gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Stone Plate Armor +2
very_rare
Trade Log
Show
Notes:
https://www.adventurersleaguelog.com/users/2540/characters/34166/trade_log_entries/601512
Tome of Leadership and Influence
very_rare
Trade Log
Show
Rod of Lordly Might
legendary
I
Trade Log
Show
Notes:
Rod of Lordly Might 24 TCP Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a + 3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pound More weight or lack of solid anchorin causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its u era +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure , the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure , a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Tome of the Stilled Tongue
legendary
Trade Log
Show
Notes:
Quaryl's Codex (Tome of Stilled Tongue)
Wondrous Item, Legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item is found on Magic Item Table I in the Dungeon Master’s Guide.
This thick tome contains pages of thin, hammered copper and has thin covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
Belt of Storm Giant Strength
legendary
Trade Log
Show
Ioun Stone of Mastery
legendary
DDAL00-11f Twice as Nice for Half the Price
Show
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bag of Holding | uncommon | Purchase Log | Show | |||
The Choralier’s Companion (Saddle of the Cavalier) | uncommon | B | CCC-REAP-01 Lost Ashes of a Wayward Gnome - A Red War Story | Show | ||
Notes:
The Choralier’s Companion (Saddle of the Cavalier) Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount. |
||||||
Gwa’thern Faln | rare | Trade Log | Show | |||
Notes:
Gwa’thern FalnWeapon (longbow), |
||||||
Stone Plate Armor +2 | very_rare | Trade Log | Show | |||
Notes:
https://www.adventurersleaguelog.com/users/2540/characters/34166/trade_log_entries/601512 |
||||||
Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Rod of Lordly Might | legendary | I | Trade Log | Show | ||
Notes:
Rod of Lordly Might 24 TCP Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head. If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a + 3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pound More weight or lack of solid anchorin causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its u era +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure , the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see with in 30 feet of you to make a DC 17 Wisdom saving throw. On a failure , a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn. |
||||||
Tome of the Stilled Tongue | legendary | Trade Log | Show | |||
Notes:
Quaryl's Codex (Tome of Stilled Tongue) |
||||||
Belt of Storm Giant Strength | legendary | Trade Log | Show | |||
Ioun Stone of Mastery | legendary | DDAL00-11f Twice as Nice for Half the Price | Show | |||
Notes:
Pipyap has left behind a pale green icosahedron that appears to be a 20-sided die. This stone is eternally warm and slightly damp, no matter what environment it’s in. Your proficiency bonus increases by 1 while this pale green stone orbits your head. |