Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Bracers of Archery
uncommon
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep
Show
Notes:
Wonderous Item, Uncommon (Requires Attunement)
These dark-red bracers with golden trim bear the seal of
Candlekeep’s Gatewarden.
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.
☐ Pearl of Power
uncommon
DDAL-DRW-13 Night Thieves
DDAL-DRW-13 Night Thieves
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a
Spellcaster)
This large freshwater pearl is set into a golden button.
While this pearl is on your person, you can use an action
to speak its command word and regain one expended spell
slot. If the expended slot was of 4th level or higher, the new
slot is 3rd level. Once you use
☐ Shield +1
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
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.
☐ Boots of the Winterlands
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
☐ Ammunition +1
uncommon
DDAL-DRW-09 Vile Bounty
5
DDAL-DRW-09 Vile Bounty
Show
Notes:
Weapon (crossbow bolt), uncommon
These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.” You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
☐ Oil of Slipperiness
uncommon
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
☐ Winged Boots
uncommon
Wild Beyond the Witchlight, Chapter 5, Part B
Wild Beyond the Witchlight, Chapter 5, Part B
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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.
☐ BattleAxe +1
uncommon
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl
Show
Notes:
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 slashing 4 lbs Versatile (1d10)
You have +1 to attack and damage rolls with this weapon.
☐ Spell Scroll of Dispel Magic
uncommon
DDAL-DRW-13 Night Thieves
DDAL-DRW-13 Night Thieves
Show
Notes:
Scroll, Uncommon
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.
☐ Potion of Water Breathing
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion, uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
☐ Mariner's Armor (Scale Mail)
uncommon
CCC-BMG-MOON 17-1 Sailing the Sea of Shadow
CCC-BMG-MOON 17-1 Sailing the Sea of Shadow
Show
Notes:
Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
☐ Flail +1
uncommon
Renown Item
Renown and Faction Items
Show
☐ Warhammer +1 (Giant Sized)
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Potion of Poison
uncommon
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief
Show
Notes:
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion like a potion of resistance. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
☐ Potion of Greater Healing x2
uncommon
CCC_ROZK-01 Binder's Torment
CCC_ROZK-01 Binder's Torment
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Notes: Bonus: Hit Points, Healing, Consumable
☐ Night Caller
uncommon
DDHC-The Sunless Citadel-The Citadel
DDHC-The Sunless Citadel-The Citadel
Show
Notes:
Night Caller
Wondrous item, uncommon
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
☐ Spell Scroll of Heal
common
DDEP10-02 A Song of Spears (Tier 3)
DDEP10-02 A Song of Spears (Tier 3)
Show
Notes:
Allows the reader to cast heal
☐ Bag of Holding
common
Purchase Log
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 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.
☐ Spell Scroll of Locate Object
common
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows In The Stacks
Show
☐ Spell Scroll of Mending
common
DDAL-DRW-11 Shadows In The Stacks
DDAL-DRW-11 Shadows In The Stacks
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Bracers of Archery | uncommon | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep | Show | ||
|
Notes:
Wonderous Item, Uncommon (Requires Attunement) |
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| ☐ Pearl of Power | uncommon | DDAL-DRW-13 Night Thieves | DDAL-DRW-13 Night Thieves | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a |
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| ☐ Shield +1 | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
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. |
||||||
| ☐ Boots of the Winterlands | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. |
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| ☐ Ammunition +1 | uncommon | DDAL-DRW-09 Vile Bounty | 5 | DDAL-DRW-09 Vile Bounty | Show | |
|
Notes:
Weapon (crossbow bolt), uncommon |
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| ☐ Oil of Slipperiness | uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
| ☐ Winged Boots | uncommon | Wild Beyond the Witchlight, Chapter 5, Part B | Wild Beyond the Witchlight, Chapter 5, Part B | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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| ☐ BattleAxe +1 | uncommon | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl | Show | ||
|
Notes:
Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. Name Cost Damage Weight Properties You have +1 to attack and damage rolls with this weapon. |
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| ☐ Spell Scroll of Dispel Magic | uncommon | DDAL-DRW-13 Night Thieves | DDAL-DRW-13 Night Thieves | Show | ||
|
Notes:
Scroll, Uncommon |
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| ☐ Potion of Water Breathing | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion, uncommon |
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| ☐ Mariner's Armor (Scale Mail) | uncommon | CCC-BMG-MOON 17-1 Sailing the Sea of Shadow | CCC-BMG-MOON 17-1 Sailing the Sea of Shadow | Show | ||
|
Notes:
Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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| ☐ Flail +1 | uncommon | Renown Item | Renown and Faction Items | Show | ||
| ☐ Warhammer +1 (Giant Sized) | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Potion of Poison | uncommon | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief | Show | ||
|
Notes:
Potion, uncommon If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |
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| ☐ Potion of Greater Healing x2 | uncommon | CCC_ROZK-01 Binder's Torment | CCC_ROZK-01 Binder's Torment | Show | ||
|
Notes:
Potion, uncommon Notes: Bonus: Hit Points, Healing, Consumable |
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| ☐ Night Caller | uncommon | DDHC-The Sunless Citadel-The Citadel | DDHC-The Sunless Citadel-The Citadel | Show | ||
|
Notes:
Night Caller This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. |
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| ☐ Spell Scroll of Heal | common | DDEP10-02 A Song of Spears (Tier 3) | DDEP10-02 A Song of Spears (Tier 3) | Show | ||
|
Notes:
Allows the reader to cast heal |
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| ☐ Bag of Holding | common | Purchase Log | Show | |||
|
Notes:
Wondrous Item, uncommon 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 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. |
||||||
| ☐ Spell Scroll of Locate Object | common | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows In The Stacks | Show | ||
| ☐ Spell Scroll of Mending | common | DDAL-DRW-11 Shadows In The Stacks | DDAL-DRW-11 Shadows In The Stacks | Show | ||