Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Death's Baton - Wand of Conducting (Minor Property - WarLeader) common PS-DC-GLITCH-01-Roots, Bloody Roots PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2 Show
Notes:

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Clothes of Mending common PS-DC-LIGA 01 - Suldanessellar Afterlife PS-DC-LIGA 01 - Suldanessellar Afterlife Show
Notes:

Wondrous item, common

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Potion of Growth common Winter Fantasy DDAL10-01 The Frozen North Show
Notes:

When you drink this potion, you gain the “enlarge” Effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Pole of angling common Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

Animated Shield common Trade Log Show
Notes:

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Charlatan's Die common Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common (requires attunement)

Whenever you roll this six-sided die, you can control which number it rolls.

Blessing of Magic Resistance common PS-DC-GLITCH-01-Roots, Bloody Roots PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2 Show
Notes:

You have advantage on saving throws against spells and other magical effects.

Arrow of Slaying (Dragon) common PO-BK 02-10 / A Grim and Ravenous Arrival PO-BK 02-10 / A Grim and Ravenous Arrival Show
Notes:

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Amethyst Lodestone common PO-BK 02-09 / Star Crash PO-BK 02-09 / Star Crash Show
Notes:

Wondrous item, very rare (requires attunement)

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).

Wand of Pyrotechnics common D&D Weekends DDAL10-05 A Blight In the Darkness Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

Source: XGE, page 140

Google's of Night common Winter Fantasy DDAL10-01 The Frozen North 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.

Clockwork Amulet common D&D Weekends DDAL10-10 Enterrando o Passado Show
Notes:

Wondrous item, common
Minor tier
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Source: XGE, page 137

MARINER'S ARMOR uncommon Jornada de Elient DDEP10-00 - The Great Knucklehead Rally EPIC Show
Notes:

Armor (half-plate), uncommon

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Bracers of Archery uncommon Winter Fantasy DDAL EP 10-01 - Terror in Ten-Towns 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.

Ruby of the War Mage uncommon DDAL 10-09 - Receita para Retribuição DDAL 10-09 - Receita para Retribuição Show
Winged Boots uncommon CCC-PDX-02 Amalgamation D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Wondrous, uncommon (requires attunement)

Attained from Arnfred Miruforge at his defeat. While you wear these boots, you have a fying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capacity for every 12 hours they aren’t in use.

Potion of greater healing uncommon Jornada de Elient DDEP10-00 - The Great Knucklehead Rally EPIC Show
Notes:

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Mantle of Spell Resistance rare DDAL-DRW-11 - SHADOWS IN THE STACKS Trade Log Show
Notes:

You have advantage on saving throws against spells while you wear this cloak.

CHIME OF OPENING rare D&D Weekends DAL10-06 The Fallen Star Show
Mace of Smiting rare DDAL 10-07 Nas Profundezas da Escuridão DDAL 10-07 Nas Profundezas da Escuridão Show
Notes:

Simple weapon (mace), melee weapon, major tier, rare
4 lb. 1d6 bludgeoning
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Unlocked Magic Items