Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Google's of Night uncommon DDAL - 10-01 - The Frozen North DDAL - 10-01 - 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.

Potion of Resistance (Cold) uncommon DDAL10-04 Cold Benevolence DDAL10-04 Cold Benevolence Show
Notes:

Potion, uncommon
A shimmering blue liquid sloshes within this crystalline flask. When you drink this potion, you gain resistance to cold damage for 1 hour.

Robe of Useful Items uncommon DDAL10-04 Cold Benevolence DDAL10-04 Cold Benevolence Show
Brooch of Shielding uncommon DDAL05-03- Uninvited Guests DDAL05-03- Uninvited Guests Show
Notes:

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.

Studded Leather Armor +2 very_rare PO-BK 01-05 - Far in the Forest D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Armor (light), very rare

You have a +2 bonus to AC while wearing this armor.

It is fashioned to look like Akar, in his newest form.

Winged Boots uncommon CCC-PDX-02 Amalgamation D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

While you wear these boots, you have a flying 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 capability for every 12 hours they aren't in use.

Cloak of Protection uncommon DDAL00-02A The Darkwood Webs D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter
and in spring is mottled in pale shades of green and cream.

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

Sun Blade (Dawnfire) rare CCC-STORM-01 The Barrows of Solina D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Weapon (longsword), rare (requires attunement)

This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Flavor: The ruby in Dawnfire's pommel sheds dim light for 10 feet when within 60 feet of undead.

Manual of Gainful Exercise very_rare D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS-12-B D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Wondrous Item, very rare

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Dwarven Plate very_rare CCC-TRI-10 Contact D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Carpet of Flying very_rare CCC-GOC-01-03 Winds of Rot D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.

This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.

The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.

Tome of clear thought very_rare DDHC-MORD-02 The Lich-Queen's Begotten D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Bag of Holding uncommon DDAL-DRW-INT01 - Big problems D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Goggles of Night uncommon DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 1 Show
Notes:

Wondrous Item, uncommon

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.

+1 chain mail armor rare DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 1 Show
Notes:

Armor (chain mail), rare

You have a +1 bonus to AC while wearing this armor.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Stone of Good Luck (Luckstone) common DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 1 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.

Wave legendary DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 1 Show
Notes:

Weapon (trident), legendary (requires attunement by a Creature that Worships a God of the Sea)

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience

Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality

When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.

The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.

Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Whelm legendary DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 2 Show
Notes:

Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon

Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave

You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Supernatural Awareness

While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience

Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality

Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.

Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.

The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Ring of Protection uncommon DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 2 Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Potion of Flying very_rare DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 2 Show
Notes:

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Unlocked Magic Items