Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
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.

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.

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.

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.

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.

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.

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.

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
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.

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.

Blackrazor legendary DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 3 Show
Notes:

*Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
*
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.

Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.

Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Boots of Striding and Springing uncommon DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 3 Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Canaith Mandolin rare DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 3 Show
Notes:

Wondrous item, Rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only). Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells scroll of Greater Restoration x5 rare DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 3 Show
Notes:

Scroll, rare

Save DC 17, Attack Bonus +9

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 read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

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.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Blessing of Protection unique DDHC-TFTYP-04- White Plume Mountain DDHC-TFTYP-04- White Plume Mountain - Parte 3 Show
Notes:

You gain a +1 bonus to AC and saving throws.

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.

Unlocked Magic Items