Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Enlightenment (Wand of Pyrotechnics / Language: Netherese)
common
Given by Interea
WBW-DC-MOM-01 One Moment (T2, ca. 4h)
Show
Notes:
ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)
Wand, common
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.
Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.
Minor Property (Language - Netherese: Loross*)
The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.
Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
Horn of Silent Alarm
common
Reward from Undead Lady
DDAL-DRW05 Uncertain Scrutiny: A Thayan Teleportation
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Notes:
Horn of Silent Alarm
Wondrous item, common
This horn has 4 charges. When you use an action to blow
it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn
"Torch" Mace
common
Traded from Dextra Lane
Trade Log
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Moon-Touched Rapier
common
Traded with Sorsha
Trade Log
Show
Boots of the Winterland
uncommon
Traded from Rafael
Trade Log
Show
Mithral Plate Armor
uncommon
Trade Log
Show
Notes:
Traded with Hatori Hanzo
Slippers of the Arachnomancer
uncommon
Looted from the Arachnomancer
CCC-MTL-03 House of Webs
Show
Notes:
Slippers of the Arachnomancer
Wondrous Item, uncommon (requires attunement)
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. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Lathai’s Saddle (Saddle of the Cavalier)
uncommon
Traded from Greg Wyrmvalor
Trade Log
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Notes:
*Lathai’s Saddle *
Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you.
This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide)
Brooch of Shielding
uncommon
Evil Fomorian Boss
CCC-BMG MOON 5-2 Bloodlust Contained
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Notes:
Brooch of Shielding
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
This brooch is made out of tarnished silver which no amount of cleaning changes.
It’s in the shape of a stylized crow, its wings spread in a half-circle and its eyes dark purple amethysts.
The pin looks like a broken femur which it holds in its claws.
It’s unnatural cold to touch regardless of the surrounding warmth.
Rope of Climbing
uncommon
Traded from The Farmer
Trade Log
Show
Barrier Tattoo (Rare)
rare
Traded from Rime
Trade Log
Show
Cloak of Displacement
rare
Traded from Murr
Trade Log
Show
Ring of Spell Storing
rare
Traded with Darth
Trade Log
Show
Notes:
Ring of Spell Storing Stored Spells:
Shield (3x)
Healing Word (1d4+2, 1x)
Absorb Elements (1x)
Robe of Eyes
rare
Compartment in Floor
DDHC-CM The Scrivener's Tale
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Notes:
Robe of Eyes
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Ioun Stone of Awareness
rare
Shard of Evil Archfey
DDHC-CM The Scrivener's Tale
Show
Notes:
Ioun Stone of Awareness
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Dragontooth Dagger
rare
City Encounter
DDAL-DRW 04 Foreign Affairs - Part 2: Hunting for Answers
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Notes:
Dragontooth Dagger
Weapon (dagger), rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
This item is found in Tyranny of Dragons.
Cape of the Mountebank
rare
Red Abishai
DDAL-DRW05 Uncertain Scrutiny: You can check out, but you cannot leave
Show
Notes:
Cape of the Mountebank
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.
Flames lick all around the edges of this cloak. Both the back and front are emblazoned with the crest of Tiamat.
Necklace of Prayer Beads (Blessing, Curing, Favor, Wind Walking)
rare
Sarkopharg in Shadow Tower
DDAL-DRW-06 THIMBLERIGGING - Part 1: Pretty in Purple
Show
Notes:
Necklace of Prayer Beads mit den Perlen für blessing, curing, favor und wind walking)
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
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 DM 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.
Ring of Acid Resistance
rare
Worm Dung
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Ring of Acid Resistance
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
Horn of Blasting
rare
Storm Giant Skeleton
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Enlightenment (Wand of Pyrotechnics / Language: Netherese) | common | Given by Interea | WBW-DC-MOM-01 One Moment (T2, ca. 4h) | Show | ||
Notes:
ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*) Wand, common 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. Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross*) The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. *As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property. Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. |
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Horn of Silent Alarm | common | Reward from Undead Lady | DDAL-DRW05 Uncertain Scrutiny: A Thayan Teleportation | Show | ||
Notes:
Horn of Silent Alarm This horn has 4 charges. When you use an action to blow |
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"Torch" Mace | common | Traded from Dextra Lane | Trade Log | Show | ||
Moon-Touched Rapier | common | Traded with Sorsha | Trade Log | Show | ||
Boots of the Winterland | uncommon | Traded from Rafael | Trade Log | Show | ||
Mithral Plate Armor | uncommon | Trade Log | Show | |||
Notes:
Traded with Hatori Hanzo |
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Slippers of the Arachnomancer | uncommon | Looted from the Arachnomancer | CCC-MTL-03 House of Webs | Show | ||
Notes:
Slippers of the Arachnomancer 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. When used in this manner, the bearer’s voice gains a tinge of malevolence regardless of what they say. While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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Lathai’s Saddle (Saddle of the Cavalier) | uncommon | Traded from Greg Wyrmvalor | Trade Log | Show | ||
Notes:
*Lathai’s Saddle * Constructed by sea elves and made of hardened seaweed and lily pads, this item allows the mount to understand you. This item functions as a saddle of the cavalier (see the Dungeon Master’s Guide) |
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Brooch of Shielding | uncommon | Evil Fomorian Boss | CCC-BMG MOON 5-2 Bloodlust Contained | Show | ||
Notes:
Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This brooch is made out of tarnished silver which no amount of cleaning changes. |
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Rope of Climbing | uncommon | Traded from The Farmer | Trade Log | Show | ||
Barrier Tattoo (Rare) | rare | Traded from Rime | Trade Log | Show | ||
Cloak of Displacement | rare | Traded from Murr | Trade Log | Show | ||
Ring of Spell Storing | rare | Traded with Darth | Trade Log | Show | ||
Notes:
Ring of Spell Storing Stored Spells: |
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Robe of Eyes | rare | Compartment in Floor | DDHC-CM The Scrivener's Tale | Show | ||
Notes:
Robe of Eyes This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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Ioun Stone of Awareness | rare | Shard of Evil Archfey | DDHC-CM The Scrivener's Tale | Show | ||
Notes:
Ioun Stone of Awareness An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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Dragontooth Dagger | rare | City Encounter | DDAL-DRW 04 Foreign Affairs - Part 2: Hunting for Answers | Show | ||
Notes:
Dragontooth Dagger You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. This item is found in Tyranny of Dragons. |
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Cape of the Mountebank | rare | Red Abishai | DDAL-DRW05 Uncertain Scrutiny: You can check out, but you cannot leave | Show | ||
Notes:
Cape of the Mountebank This cape smells faintly of brimstone. While wearing |
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Necklace of Prayer Beads (Blessing, Curing, Favor, Wind Walking) | rare | Sarkopharg in Shadow Tower | DDAL-DRW-06 THIMBLERIGGING - Part 1: Pretty in Purple | Show | ||
Notes:
Necklace of Prayer Beads mit den Perlen für blessing, curing, favor und wind walking) Necklace of Prayer Beads 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. 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. |
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Ring of Acid Resistance | rare | Worm Dung | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Ring of Acid Resistance You have resistance to acid damage while wearing this ring. |
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Horn of Blasting | rare | Storm Giant Skeleton | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
Horn of Blasting You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |