Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
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.
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.
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.
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.
Ruby of the War Mage
uncommon
DDAL 10-09 - Receita para Retribuição
DDAL 10-09 - Receita para Retribuição
Show
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.
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.
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.
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.
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
Belt of Fire Giant Strength
very_rare
Trade Log
Show
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Cape of the Mountebank
rare
Trade Log
Show
Notes:
Wondrous item, rare
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.
Necklace of Prayer Beads
rare
DDAL-DRW-06 - Thimblerigging - Parte 2
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Stonespeaker Crystal
rare
DDAL-DRW-07 - Moment of Peace
DDAL-DRW-07 - Moment of Peace - Parte Única
Show
Notes:
Wondrous Item, rare (requires attunement)
Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges).
When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever.
Potion of Supreme Healing
very_rare
Purchase Log
Show
Notes:
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Manual of Bodily Health
very_rare
CCC-QCC2017- Delusions of Grandeur, Dreams of Revenge
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Wondrous item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.
Robe of Stars
very_rare
PO-BK 02-08 / Straight Through the Heart
PO-BK 02-08 / Straight Through the Heart
Show
Notes:
Wondrous item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Spell Scroll 5th (Synaptic Static)
very_rare
PO-BK 02-09 / Star Crash
PO-BK 02-09 / Star Crash
Show
Notes:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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 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. |
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| Ruby of the War Mage | uncommon | DDAL 10-09 - Receita para Retribuição | DDAL 10-09 - Receita para Retribuição | Show | ||
| 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. |
||||||
| 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. |
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| 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. |
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| 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. |
||||||
| Clockwork Amulet | common | D&D Weekends | DDAL10-10 Enterrando o Passado | Show | ||
|
Notes:
Wondrous item, common 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 |
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| Belt of Fire Giant Strength | very_rare | Trade Log | Show | |||
|
Notes:
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |
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| Cape of the Mountebank | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare 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. |
||||||
| Necklace of Prayer Beads | rare | DDAL-DRW-06 - Thimblerigging - Parte 2 | Show | |||
|
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. |
||||||
| Stonespeaker Crystal | rare | DDAL-DRW-07 - Moment of Peace | DDAL-DRW-07 - Moment of Peace - Parte Única | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) The crystal has 10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak with plants (3 charges). When you cast a divination spell, you can use the crystal in place of one material component that would normally be consumed by the spell, at a cost of 1 charge per level of the spell. The crystal is not consumed when used in this way. The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystal’s last charge, roll a d20. On a 1, the crystal vanishes, lost forever. |
||||||
| Potion of Supreme Healing | very_rare | Purchase Log | Show | |||
|
Notes:
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
||||||
| Manual of Bodily Health | very_rare | CCC-QCC2017- Delusions of Grandeur, Dreams of Revenge | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Wondrous item, very rare |
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| Robe of Stars | very_rare | PO-BK 02-08 / Straight Through the Heart | PO-BK 02-08 / Straight Through the Heart | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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| Spell Scroll 5th (Synaptic Static) | very_rare | PO-BK 02-09 / Star Crash | PO-BK 02-09 / Star Crash | Show | ||
|
Notes:
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. |
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