Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
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.
+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.
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.
Potion of Mind Reading
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 2
Show
Notes:
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Armor of Vulnerability (Slashing)
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to slashing damage.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and piercing damage.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Ring of Protection
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
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.
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| 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. |
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| 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. |
||||||
| 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) |
||||||
| 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 You gain a +1 bonus to AC and saving throws while you wear this cloak. |
||||||
| Potion of Resistance (Cold) | uncommon | DDAL10-04 Cold Benevolence | DDAL10-04 Cold Benevolence | Show | ||
|
Notes:
Potion, uncommon |
||||||
| Ring of Protection | uncommon | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 2 | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| 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. |
||||||
| 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. |
||||||
| +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. |
||||||
| 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. |
||||||
| Potion of Mind Reading | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 2 | Show | ||
|
Notes:
Potion, rare |
||||||
| Armor of Vulnerability (Slashing) | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and piercing damage. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
||||||
| Ring of Protection | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
||||||
| Ring of Spell Storing | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
||||||
| 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. |
||||||
| 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. |
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