Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Boots of False Track
common
DDAL10-00 - Ice Road Trackers
Show
Charlatan's Die
common
Easthaven
DDEP-01 Terror In Ten-Town
Show
Notes:
Wondrous Item, common (requires attunement)
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Whenever you roll this twenty-sided die, you can control which number it rolls.
While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
Grey Bag of Tricks
uncommon
Trade Log
Show
Notes:
ondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Grey Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk
Dragon Slayer Greatsword (Greatsword +1)
rare
S11B Service Award claiming
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Driftwood Staff (Staff of Healing)
rare
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to
cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure
wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Whip of Warning
uncommon
Trade Log
Show
Notes:
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Breastplate +1
rare
Trade Log
Show
Sapphire Buckler
very_rare
S11 B claimining fo Service Awarf
Show
Notes:
Source: Fizban's Treasury of Dragons
Armor (Shield), Very Rare (Requires Attunement)
This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
Chainmail +1
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Goggles of Night
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Stone of Goodluck
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Boots of Striding and Springing
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Ring of Protection
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Wave (Trident +3)
legendary
DDHC-TYP-White Plume Mountain (session 3)
Show
Javelin of Lightning
uncommon
CCC-BMG-MOON6-3 Planar Convergence
Show
Notes:
Wondrous item, uncommon
This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Horn of Silent Alarm
common
CCC-BMG-MOON6-3 Planar Convergence
Show
Notes:
Wondrous item, common
The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round.
Radiance ( Wand of the Warmage +1)
uncommon
DDHC-CM-05 The Price of Beauty
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Stick of Directions (Pole of Collapsing with Compass Property)
common
WBW-DC-PHP-ORNG-02 Where Do They Go?
Show
Notes:
Wondrous Item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
This item looks like a long wooden stick.
The wielder can use an action to balance the stick and it will always drop towards north.
Ersatz Eye
common
DDAL10-00 - Ice Road Trackers
Show
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
Boots of False Track | common | DDAL10-00 - Ice Road Trackers | Show | |||
Charlatan's Die | common | Easthaven | DDEP-01 Terror In Ten-Town | Show | ||
Notes:
Wondrous Item, common (requires attunement) This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. |
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Grey Bag of Tricks | uncommon | Trade Log | Show | |||
Notes:
ondrous Item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Grey Bag of Tricks |
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Dragon Slayer Greatsword (Greatsword +1) | rare | S11B Service Award claiming | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Driftwood Staff (Staff of Healing) | rare | CCC-DES-01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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Whip of Warning | uncommon | Trade Log | Show | |||
Notes:
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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Breastplate +1 | rare | Trade Log | Show | |||
Sapphire Buckler | very_rare | S11 B claimining fo Service Awarf | Show | |||
Notes:
Source: Fizban's Treasury of Dragons Armor (Shield), Very Rare (Requires Attunement) This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn. |
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Chainmail +1 | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Goggles of Night | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Stone of Goodluck | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Ring of Protection | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Wave (Trident +3) | legendary | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Javelin of Lightning | uncommon | CCC-BMG-MOON6-3 Planar Convergence | Show | |||
Notes:
Wondrous item, uncommon This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air. This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Horn of Silent Alarm | common | CCC-BMG-MOON6-3 Planar Convergence | Show | |||
Notes:
Wondrous item, common The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round. |
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Radiance ( Wand of the Warmage +1) | uncommon | DDHC-CM-05 The Price of Beauty | Show | |||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. |
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Stick of Directions (Pole of Collapsing with Compass Property) | common | WBW-DC-PHP-ORNG-02 Where Do They Go? | Show | |||
Notes:
Wondrous Item, common While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. This item looks like a long wooden stick. The wielder can use an action to balance the stick and it will always drop towards north. |
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Ersatz Eye | common | DDAL10-00 - Ice Road Trackers | Show |