Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
š¹ (C) Moon-Touched Sword
common
CCC-GHC-BK1-01 Into the Border Kingdoms
Trade Log
Show
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanatharās Guide to Everything.
š¹ (C) Smoldering Armor
common
DDAL10-00 - Ice Road Trackers
DDAL10-00 - Ice Road Trackers
Show
Notes:
Armor (studded leather), common
This leather armor smells of blood and gnoll sweat, and the stench canāt be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.
š¹ (C) Ersatz Eye
common
DDAL10-00 - Ice Road Trackers
DDAL10-00 - Ice Road Trackers
Show
Notes:
Wondrous item, common (requires attunement)
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it canāt be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
While youāre attuned to the ersatz eye, you can read and understand, but not speak Orc.
ā (UC) Goggles of Night
uncommon
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
Notes:
Wondrous item, uncommon
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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.
š¹ (C/AT) IlluminatorĀ“s Tattoo
common
DDAL 10-01 The Frozen North
DDAL 10-01 The Frozen North
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creatureās name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action canāt be used again until the next dawn.
ā (UC) Sending Stones
uncommon
DDAL 10-02 Gnashing Teeth
DDAL 10-02 Gnashing Teeth
Show
Notes:
Wondrous item, uncommon
These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin.
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it.
The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and donāt cast the spell. Once sending is cast through the stones, they canāt be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
ā (UC) Boots of Striding and Springing
uncommon
DDAL 10-03 Divining Evil
DDAL 10-03 Divining Evil
Show
Notes:
Wondrous item, uncommon (requires attunement)
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 isnāt reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you canāt jump farther than your remaining movement would allow.
ā (UC) Robe of Useful Items
uncommon
DDAL10-04 Cold Benevolence
DDAL10-04 Cold Benevolence
Show
Notes:
Wondrous item, uncommon
This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality.
The wearer suffers no harm in temperatures as cold as ā20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has seven other patches.
The DM chooses the patches or determines them randomly.
55, 55, 58, 49, 52, 36, 75
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself
23-30 10 gems worth 100 gp each
1x 31-44 Wooden ladder (24 feet long)
1x 45-51 A riding horse with saddle bags
4x 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 4 potions of healing
1x 69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 2 mastiff (Creature Statblock in Compendium)
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-100 Portable ram
ā (UC/AT) Amulet of the Devout +1
uncommon
AL Players Guide
DDAL10-04 Cold Benevolence
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
ā (C/AT) Dark Shard Amulet
common
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning ābeautiful treasure.ā This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you donāt know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canāt use this property again until you finish a long rest.
š¹ (C) Pole of Angling
common
DDEP10-01 Terror in Ten Towns
Trade Log
Show
Notes:
Wondrous item, common
This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isnāt in fishing pole form, the poleās bearer feels phantom tugs on the end of it.
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
The pole glows faintly when within 120 feet of knucklehead troutāmaking an observant fisher a somewhat wealthier fisher.
š¹ (R/AT) Bloodwell Vial +2
rare
Trade Log
Show
Notes:
Wondrous item, rare (+2) (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
š¹ (R/AT) Shadowfell Shard
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
ā (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
ā (R/AT) Ring of Protection
common
DDHC-TYP - White Plume Mountain
Show
ā (R/AT) Armor of Vulnerability (Slashing)
common
DDHC-TYP - White Plume Mountain
Show
ā (UC/AT) Boots of Striding and Springing
common
DDHC-TYP - White Plume Mountain
Show
ā (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
ā (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
ā (R) Chain Mail +1
common
DDHC-TYP - White Plume Mountain
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
š¹ (C) Moon-Touched Sword | common | CCC-GHC-BK1-01 Into the Border Kingdoms | Trade Log | Show | ||
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. |
||||||
š¹ (C) Smoldering Armor | common | DDAL10-00 - Ice Road Trackers | DDAL10-00 - Ice Road Trackers | Show | ||
Notes:
Armor (studded leather), common This leather armor smells of blood and gnoll sweat, and the stench canāt be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. |
||||||
š¹ (C) Ersatz Eye | common | DDAL10-00 - Ice Road Trackers | DDAL10-00 - Ice Road Trackers | Show | ||
Notes:
Wondrous item, common (requires attunement) This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it canāt be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While youāre attuned to the ersatz eye, you can read and understand, but not speak Orc. |
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ā (UC) Goggles of Night | uncommon | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
Notes:
Wondrous item, uncommon These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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. |
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š¹ (C/AT) IlluminatorĀ“s Tattoo | common | DDAL 10-01 The Frozen North | DDAL 10-01 The Frozen North | Show | ||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creatureās name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action canāt be used again until the next dawn. |
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ā (UC) Sending Stones | uncommon | DDAL 10-02 Gnashing Teeth | DDAL 10-02 Gnashing Teeth | Show | ||
Notes:
Wondrous item, uncommon These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and donāt cast the spell. Once sending is cast through the stones, they canāt be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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ā (UC) Boots of Striding and Springing | uncommon | DDAL 10-03 Divining Evil | DDAL 10-03 Divining Evil | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) 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 isnāt reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you canāt jump farther than your remaining movement would allow. |
||||||
ā (UC) Robe of Useful Items | uncommon | DDAL10-04 Cold Benevolence | DDAL10-04 Cold Benevolence | Show | ||
Notes:
Wondrous item, uncommon This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as ā20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger The DM chooses the patches or determines them randomly. 55, 55, 58, 49, 52, 36, 75 01-08 Bag of 100 gp |
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ā (UC/AT) Amulet of the Devout +1 | uncommon | AL Players Guide | DDAL10-04 Cold Benevolence | Show | ||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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ā (C/AT) Dark Shard Amulet | common | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning ābeautiful treasure.ā This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
||||||
š¹ (C) Pole of Angling | common | DDEP10-01 Terror in Ten Towns | Trade Log | Show | ||
Notes:
Wondrous item, common This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isnāt in fishing pole form, the poleās bearer feels phantom tugs on the end of it. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. The pole glows faintly when within 120 feet of knucklehead troutāmaking an observant fisher a somewhat wealthier fisher. |
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š¹ (R/AT) Bloodwell Vial +2 | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (+2) (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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š¹ (R/AT) Shadowfell Shard | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell's despair. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability. |
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ā (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (R/AT) Ring of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (R/AT) Armor of Vulnerability (Slashing) | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (UC/AT) Boots of Striding and Springing | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show | |||
ā (R) Chain Mail +1 | common | DDHC-TYP - White Plume Mountain | Show |