Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Mariner's Armor uncommon DDEP10-00 The Great Knucklehead Rally Show
Notes:

Armor (any), uncommon

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.

This armor can be padded, leather, studded leather, hide, chain shirt, scale mail, ring mail, or chain mail. (Choix du joueur)

Rope of Climbing uncommon DDEP10-00 The Great Knucklehead Rally Show
Notes:

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Horn of Silent Alarm common DDEP10-00 The Great Knucklehead Rally Show
Notes:

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.

Hat of Vermin common CCC-SAC-06 So? you get Frogs Show
Notes:

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Despite your best efforts, this hat only seems to produce frogs.

Banned:Minauros (st) common CCC-SAC-06 So? you get Frogs Show
Notes:

Mammon’s baleful gaze is upon you. Perhaps you angered him directly, or perhaps your actions caused a disruption in his operations—whatever the case may be, he has elected to ban you from Minauros, the third layer of the Nine Hells, entirely. You can’t participate in further adventures in this place. A character with this story award may visit other areas of the Nine Hells but has been banned from Minauros.

Shield of the Salty Griffon +1 uncommon la guilde Trade Log Show
Notes:

Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal AC bonus. The Shield of the Salty Griffon is a magical shield made from the polished shell of a giant oyster. This item can be found in the Dungeon Master’s Guide.

Boots of the Winterlands uncommon la guilde DDAL - CIC-1-The Vault of the Devourer Show
Notes:

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.

Unlocked Magic Items