Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Quiver of Twenty +1 arrows uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Bag of Holding uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Mithral Plate uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Driftglobe uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

☐ Cloak of the Manta Ray uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

☐ Boots of Elvenkind uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

☐ Cloak of Elvenkind uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

☐ +1 longbow uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 Shield uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 Battleaxe uncommon Against the Giants-Hall of the Fire Giant King Show
☐ +1 Warhammer uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Gauntlets of Ogre Power uncommon Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

☐ Javelin of Lightning uncommon Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

☐ Hand Crossbow +1 uncommon Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Bracers of Archery uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) 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.

☐ Potion of Greater Healing uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ Pike +2 rare D&D® ADVENTURERS LEAGUE TRADING POST Trade Log Show
☐ Mirror of Seeing rare Against the Giants-Hall of the Fire Giant King Show
Notes:

(weighing 100 pounds) that functions similarly to a gem of seeing
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.

☐ Shield of Missile Attraction rare Against the Giants-Hall of the Fire Giant King Show
Notes:

Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Quaal's Feather Token (Bird) rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

Wondrous Item, varies
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity.

Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.

Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.

Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.

Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.

As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.

Roll Table to VTT
Quaal’s Feather Tokens
1d100 Token Rarity
01-20 Anchor Uncommon
21-35 Bird Rare
36-50 Fan Uncommon
51-65 Swan boat Rare
66-90 Tree Uncommon
91-00 Whip Rare