Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Cloak of Many Fashions common CCC-GSP01-03 Tainted Love Show
Notes:

Wondrous Item, Common

It is a bright orange cloak and designed with large brown diagonal lines. This garment is of fine quality and underneath, the brand, “Cadorna,” is embroidered on it.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Slippers of Spider Climbing uncommon DDHC-GSM Ghosts of Saltmarsh - Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Notes: Set: Innate Speed (Climbing), Movement, Footwear

Cloak of Protection uncommon DDHC-GSM Ghosts of Saltmarsh - Salvage Operation Show
Notes:

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Warding, Outerwear

Ring of Swimming uncommon DDAL05-6 Beneath the Fetid Chelimber Show
Notes:

Uncommon

The ring gives its wearer a swimming speed of 40 feet. This item can be found in the Dungeon Master’s Guide. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.

Wand of Magic Missile uncommon Trade Log Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

Wand of Webs uncommon DDAL05-07 Chelimber's Descent Show
Notes:

Wand, Uncommon (requires attunement by a spellcaster)

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.

Folding Boat rare CCC-RCC-01-03 - Chains of Desparation Show
Notes:

Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Boots fo False Tracks common CCC-RCC-01-03 - Chains of Desparation Show
Notes:

Wondrous item, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Ring of Jumping uncommon DDAL05-10 Giant Diplomacy Show
Notes:

(Ring, uncommon - requires attunement)

This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.

Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Show
Notes:

Wondrous Item, uncommon (requires attunement)

These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks or tears in the material mends itself within twenty four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.

Icicle (+1 Shortsword) uncommon CCC-GHC-05 - Trail Of Treachery Show
Notes:

Uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls made with this shortsword.

Flavor:
It is drow in design, and its blade is sheathed in razor-sharp magical ice that is cool to the touch.

While the sword is on your person, you gain the ability to speak and understand Undercommon. In addition, the weapon is instantly recognizable to members of House Nanther.

Staff of Charming rare Trade Log Show
Notes:

Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)

This staff is fashioned from a piece of pale, white wood, capped with a falcon made of silver.

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.

If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Notes: Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard, Control, Communication

Cloak of Displacement very_rare DDAL05-05 A Dish Best Served Cold Show
Notes:

Wondrous item, rare (requires attunement)

This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Ring of Free Action rare DDAL-09-10 Tipping the Scales Show
Dagger of Venom rare DDAL05-17 Hartkiller's Horn Show
Notes:

Weapon (dagger), rare

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.

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.

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.

Vorpal Longsword legendary CCC-DWB-TFG 1 The Frostbane Garden Show
Notes:

Weapon (Longsword), requires attunement

You gain a +3 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, the weapon ignores Resistance to slashing damage.

When you Attack a creature that has at least one head with this weapon and roll a 20 on the Attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without The Lost head. A creature is immune to this Effect if it is immune to slashing damage, doesn't have or need a head, has legendary Actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Stone of Good Luck uncommon CCC-DWB-TFG 1 The Frostbane Garden Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.
This Forest Green stone bears the symbol of Levistus.

Bracers of Archery uncommon The Black Road DDAL05-2 The Black Road Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.