Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Ring of Protection (R) (A)
rare
Renown Item
Show
Notes:
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Heward's Handy Spice Pouch (C)
common
CCC-SEA-01-02 Oh, not the Bees!
CCC-SEA-01-02 Oh, not the Bees!
Show
Notes:
This belt pouch appears empty and has 10 charges.
While holding the pouch, you can use an action to expend 1 of its charges: speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 charges daily at dawn.
This leather pouch is small and always slightly damp. In order for you to release the pinch of seasoning, you must say “BAM!” as loudly as possible. Otherwise, you are unable to let go of the seasoning.
Staff of Healing (R) (A)
rare
Olf Post
Trade Log
Show
Goggles of Night (UC)
uncommon
Lumenor
Trade Log
Show
Notes:
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.
Dragontooth Dagger (R)
rare
DDAL-DRW04 Part 1: Disappearances and Doubts / Part 2: Hunting for answers
DDAL-DRW04 Part 1: Disappearances and Doubts / Part 2: Hunting for answers
Show
Notes:
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Shield of the Uven Rune (VR) (A)
very_rare
19:00 DDAL-DRW04 Part 3: Foreign Affairs
19:00 DDAL-DRW04 Part 2: Disappearances and Doubts / Part 3: Foreign Affairs
Show
Notes:
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties:
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement.
It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
This item is found in Waterdeep: Dungeon of the Mad Mage.
Horn of Silent Alarm (C)
common
19:00 DDAL-DRW05 Uncertain Scrutiny Teil1b Queen of the dammped
19:00 DDAL-DRW05 Uncertain Scrutiny Teil1b Queen of the dammped
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Cape of the Mountebank (R)
rare
19:00 DDAL-DRW06 Uncertain Scrutiny Teil 3 U can check out but never leave
Show
Notes:
This cape smells faintly of brimstone. While wearing
it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Flames lick all around the edges of this cloak. Both the back and front are emblazoned with the crest of Tiamat.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Ring of Protection (R) (A) | rare | Renown Item | Show | |||
Notes:
You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
||||||
Heward's Handy Spice Pouch (C) | common | CCC-SEA-01-02 Oh, not the Bees! | CCC-SEA-01-02 Oh, not the Bees! | Show | ||
Notes:
This belt pouch appears empty and has 10 charges. This leather pouch is small and always slightly damp. In order for you to release the pinch of seasoning, you must say “BAM!” as loudly as possible. Otherwise, you are unable to let go of the seasoning. |
||||||
Staff of Healing (R) (A) | rare | Olf Post | Trade Log | Show | ||
Goggles of Night (UC) | uncommon | Lumenor | Trade Log | Show | ||
Notes:
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. |
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Dragontooth Dagger (R) | rare | DDAL-DRW04 Part 1: Disappearances and Doubts / Part 2: Hunting for answers | DDAL-DRW04 Part 1: Disappearances and Doubts / Part 2: Hunting for answers | Show | ||
Notes:
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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Shield of the Uven Rune (VR) (A) | very_rare | 19:00 DDAL-DRW04 Part 3: Foreign Affairs | 19:00 DDAL-DRW04 Part 2: Disappearances and Doubts / Part 3: Foreign Affairs | Show | ||
Notes:
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties: Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. |
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Horn of Silent Alarm (C) | common | 19:00 DDAL-DRW05 Uncertain Scrutiny Teil1b Queen of the dammped | 19:00 DDAL-DRW05 Uncertain Scrutiny Teil1b Queen of the dammped | Show | ||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Cape of the Mountebank (R) | rare | 19:00 DDAL-DRW06 Uncertain Scrutiny Teil 3 U can check out but never leave | Show | |||
Notes:
This cape smells faintly of brimstone. While wearing |