Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Boots of False Tracks common DDAL00-08 Layers Upon Layers Show
Notes:

These thick-soled boots are made of supple black leather. When used to leave false tracks, the tracks they leave are filled with fresh blood—as if the creature leaving them were grievously wounded. This item can be found in Appendix 6.

Clockwork Amulet common Trade Log Show
Smoldering Armor (Breastplate) common Icewind Dale DC-PoA-WES-01 Burning Down The House Show
Notes:

Wisps of harmless, odorless smoke rise from this armor while it is worn.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Armor of Vulnerability (Slashing) uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Adamantine Plate Armor uncommon Trade Log Show
Headband of Intellect uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)

Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Goggles of Night uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Chain Mail +1 uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Stone of Good Luck uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Boots of Striding and Sprinting uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Sending Stones rare DDAL00-08 Layers Upon Layers Show
Notes:

Instead of only two stones, there are three stones in this set. Each is crafted from a small, polished river stone, inscribed with a strange sigil. Their use is not without risk, however. Each time the stones are used, there is a 1-in-10 chance that the message is overheard by Witchthorn who, in turn twists or otherwise distorts the message—preferably in a way to put any listeners in peril.

Ring of Protection (renown) rare DDAL00-13 Ferocious Love Show
Vicious Spear rare Icewind Dale DDAL00-13 Ferocious Love Show
Notes:

Weapon (spear), rare

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

Notes: Damage: Additional, Damage, Combat, Thrown, Versatile

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

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

Notes: Damage: Poison, Bonus: Magic, Poisoned, Damage, Debuff, Combat, Finesse, Light, Thrown

A description of this item can be found in Player Handout 2.

Hand Crossbow +2 rare DDHC-TYP Chapter 4: White Plume Mountain Show
Ring of Protection rare DDHC-TYP Chapter 4: White Plume Mountain Show
Ring of Spell Storing (2 Mirror Image) rare DDHC-TYP Chapter 4: White Plume Mountain Show
Tyr's Justice (Greatsword +1 with flavor text) rare Purchase Log Show
Notes:

Weapon (greatsword), rare

You gain a +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren’t incapacitated.

Cloak of the Bat rare Bremen Icewind Dale: Rime of the Frostmaiden Show
Notes:

Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.