Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
+2 Studded Leather
very_rare
DDAL05-18 The Mysterious Isle
Reward Payout
Show
Periapt of Health
uncommon
Radiant Citadel: Fiend of Hollow Mine
Show
Ring of Jumping
uncommon
Radiant Citadel: Fiend of Hollow Mine
Show
Rapier +1
uncommon
Level 5 Item
Show
+1 Chain mail
uncommon
White Plume Mountain
Show
Goggles of Night
uncommon
White Plume Mountain
Show
Stone of Good Luck
uncommon
White Plume Mountain
Show
Boots of Striding and Springing
uncommon
White Plume Mountain
Show
Armor of Vulnerability (slashing)
uncommon
White Plume Mountain
Show
Ring of Protection
uncommon
White Plume Mountain
Show
Ring of Spell Storing
uncommon
White Plume Mountain
Show
Sling +2
rare
White Plume Mountain
Show
Wave
legendary
White Plume Mountain
Show
Notes:
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Bag of Holding
common
Radiant Citadel: Wages of Vice
Show
Notes:
Bag of Holding
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 Heward’s 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.
Ring of Mind Shielding
uncommon
Radiant Citadel: Sins of Our Elders
Show
Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Stone of Controlling Earth Elementals
rare
Journey through the Radiant Citadel - Gold for Fools and Princes
Show
Notes:
Stone of Controlling Earth Elementals
Wondrous item, rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.
Ring of Warmth
uncommon
Journey through the Radiant Citadel - Gold for Fools and Princes
Show
Notes:
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Adamantine Chain Shirt
uncommon
Journey through the Radiant Citadel - Gold for Fools and Princes
Show
Notes:
Adamantine Chain Shirt
Medium Armor, Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Feat: Tough
common
Purchase Log
Show
Notes:
From AL Ruling. Every Char one Feat.
Tan Bag of Tricks
common
Journey through the Radiant Citadel: Trail of Destruction
Show
Notes:
Tan Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
d8 Creature d8 Creature
1 Jackal 5 Black bear
2 Ape 6 Giant weasel
3 Baboon 7 Giant hyena
4 Axe beak 8 Tiger
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
+2 Studded Leather | very_rare | DDAL05-18 The Mysterious Isle | Reward Payout | Show | ||
Periapt of Health | uncommon | Radiant Citadel: Fiend of Hollow Mine | Show | |||
Ring of Jumping | uncommon | Radiant Citadel: Fiend of Hollow Mine | Show | |||
Rapier +1 | uncommon | Level 5 Item | Show | |||
+1 Chain mail | uncommon | White Plume Mountain | Show | |||
Goggles of Night | uncommon | White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | White Plume Mountain | Show | |||
Armor of Vulnerability (slashing) | uncommon | White Plume Mountain | Show | |||
Ring of Protection | uncommon | White Plume Mountain | Show | |||
Ring of Spell Storing | uncommon | White Plume Mountain | Show | |||
Sling +2 | rare | White Plume Mountain | Show | |||
Wave | legendary | White Plume Mountain | Show | |||
Notes:
Wave Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Bag of Holding | common | Radiant Citadel: Wages of Vice | Show | |||
Notes:
Bag of Holding 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 Heward’s 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. |
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Ring of Mind Shielding | uncommon | Radiant Citadel: Sins of Our Elders | Show | |||
Notes:
Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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Stone of Controlling Earth Elementals | rare | Journey through the Radiant Citadel - Gold for Fools and Princes | Show | |||
Notes:
Stone of Controlling Earth Elementals If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. |
||||||
Ring of Warmth | uncommon | Journey through the Radiant Citadel - Gold for Fools and Princes | Show | |||
Notes:
Ring of Warmth While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. |
||||||
Adamantine Chain Shirt | uncommon | Journey through the Radiant Citadel - Gold for Fools and Princes | Show | |||
Notes:
Adamantine Chain Shirt Medium Armor, Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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Feat: Tough | common | Purchase Log | Show | |||
Notes:
From AL Ruling. Every Char one Feat. |
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Tan Bag of Tricks | common | Journey through the Radiant Citadel: Trail of Destruction | Show | |||
Notes:
Tan Bag of Tricks This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. |