Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Goggles of Night
uncommon
Deep and Creeping Mine
DDHC-CM A Deep and Creeping Darkness
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.
Boots of False Tracks
common
DDAL 10-00 Ice Road Trackers
Show
Notes:
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Unbreakable Arrow
common
DDAL 10-00 Ice Road Trackers
Show
Notes:
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.
This arrow can’t be broken, except when it is within an antimagic field.
Smoldering Armor (studded leather), common
common
DDAL 10-00 Ice Road Trackers
Show
Notes:
This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.
Gem of brightness
uncommon
DDHC-TOA-04 Cellar of Death
Show
Notes:
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:
• The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem.
• The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
• The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.
When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Shield of Missile Attraction
rare
DDHC-TOA-04 Cellar of Death
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.
Boots of Striding and Springing
uncommon
DDAL 10-03 - Divining Evil
DDAL 10-03 - Divining Evil
Show
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. 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.
Waterborne Handcrossbow +1
uncommon
DDAL 10-03 - Divining Evil
DDAL 10-03 - Divining Evil
Show
Notes:
Weapon
Martial weapon, ranged weapon
Wayani Highhunter forges the Remorhaz hide onto a item you posess:
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Wand of Binding
rare
Keys from the Golden Vault - Prisoner 13
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Slippers of Spider Climbing
uncommon
Keys from the Golden Vault - Prisoner 13
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous item, uncommon (requires attunement)
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.
Cap of Water Breathing
uncommon
Keys from the Golden Vault - Prisoner 13
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Cloak of Displacement
rare
Keys from the Golden Vault - Prisoner 13
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Revard from the Goldenvault
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Mithral Armor (Half Plate Armor)
uncommon
CCC-GLIP-01-03 Citadel of Vlaakith
Trade Log
Show
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Hand Crossbow +1
uncommon
LvL 5 Item
Downtime Activity: Catching Up
Show
Goggles of Night
uncommon
DDAL-DRW12 To Walk the Cold Dark
DDAL-DRW12 To Walk the Cold Dark
Show
Wand of Winter
rare
DDAL-DRW12 To Walk the Cold Dark
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
Wand, rare (requires attunement)
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Ring of Fire Resistance
rare
CCC-GHC-BK1-04 I am the Fire
CCC-GHC-BK1-04 I am the Fire
Show
Notes:
Ring, rare (requires attunement), Table G
This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.
The life and magic of mage and a fire elemental have formed this item.
You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped
Name | Rarity | Location | Table | Result | Source | |
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Goggles of Night | uncommon | Deep and Creeping Mine | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
wondrous item, uncommon |
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Boots of False Tracks | common | DDAL 10-00 Ice Road Trackers | Show | |||
Notes:
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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Unbreakable Arrow | common | DDAL 10-00 Ice Road Trackers | Show | |||
Notes:
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. |
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Smoldering Armor (studded leather), common | common | DDAL 10-00 Ice Road Trackers | Show | |||
Notes:
This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. |
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Gem of brightness | uncommon | DDHC-TOA-04 Cellar of Death | Show | |||
Notes:
This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects: • The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command word or until you use another function of the gem. • The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. • The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word. When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp. |
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Shield of Missile Attraction | rare | DDHC-TOA-04 Cellar of Death | Show | |||
Notes:
Armor (shield, rare (requires attunement)) 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. |
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Boots of Striding and Springing | uncommon | DDAL 10-03 - Divining Evil | DDAL 10-03 - Divining Evil | Show | ||
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. 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. |
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Waterborne Handcrossbow +1 | uncommon | DDAL 10-03 - Divining Evil | DDAL 10-03 - Divining Evil | Show | ||
Notes:
Weapon Wayani Highhunter forges the Remorhaz hide onto a item you posess: |
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Wand of Binding | rare | Keys from the Golden Vault - Prisoner 13 | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. |
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Slippers of Spider Climbing | uncommon | Keys from the Golden Vault - Prisoner 13 | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) 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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Cap of Water Breathing | uncommon | Keys from the Golden Vault - Prisoner 13 | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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Cloak of Displacement | rare | Keys from the Golden Vault - Prisoner 13 | Keys from the Golden Vault - Prisoner 13 | Show | ||
Notes:
Revard from the Goldenvault |
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Mithral Armor (Half Plate Armor) | uncommon | CCC-GLIP-01-03 Citadel of Vlaakith | Trade Log | Show | ||
Notes:
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. |
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Hand Crossbow +1 | uncommon | LvL 5 Item | Downtime Activity: Catching Up | Show | ||
Goggles of Night | uncommon | DDAL-DRW12 To Walk the Cold Dark | DDAL-DRW12 To Walk the Cold Dark | Show | ||
Wand of Winter | rare | DDAL-DRW12 To Walk the Cold Dark | DDAL-DRW12 To Walk the Cold Dark | Show | ||
Notes:
Wand, rare (requires attunement) This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake. This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. |
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Ring of Fire Resistance | rare | CCC-GHC-BK1-04 I am the Fire | CCC-GHC-BK1-04 I am the Fire | Show | ||
Notes:
Ring, rare (requires attunement), Table G This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped |