Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (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 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.
☐ (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 −20 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
☐ (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.
Boots of the Winterlands
uncommon
DDHC-CM-11 Zikran's Xephyrean Tome
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.
(R) Periapt of Proof against Poison
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

🗹 (R/AT) Amulet of the Devout +2
rare
Trade Log
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.
(R) Iron Bands of Bilarro
rare
DDHC-CM-11 Zikran's Xephyrean Tome
Show
Notes:
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
rare
DDHC-CM-11 Zikran's Xephyrean Tome
Show
Notes:
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
☐ (R) Chime of Opening
rare
DDHC-CM-08 Sarah of Yellowcrest Manor
Show
Notes:
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
(R/AT) Bracers of Defense
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
(R) Longtooth (Giant Slayer Shortsword)
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.

(R) Folding Boat
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Command Word: "Shrimpkin"
(R/AT) Demon Skin Plate
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.

(R/AT) Iggwilv's Horn
rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

🗹 (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.
🗹 (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.
☐ (VR/AT) Robe of Scintillating Colors
very_rare
DDHC-CM-08 Sarah of Yellowcrest Manor
Show
Notes:
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
(VR) Tasha's Creeping Keelboat
very_rare
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (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 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. |
||||||
☐ (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 −20 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 |
||||||
☐ (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. |
||||||
Boots of the Winterlands | uncommon | DDHC-CM-11 Zikran's Xephyrean Tome | 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. |
||||||
(R) Periapt of Proof against Poison | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. |
||||||
🗹 (R/AT) Amulet of the Devout +2 | rare | Trade Log | 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. |
||||||
(R) Iron Bands of Bilarro | rare | DDHC-CM-11 Zikran's Xephyrean Tome | Show | |||
Notes:
Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
||||||
Censer of Controlling Air Elementals | rare | DDHC-CM-11 Zikran's Xephyrean Tome | Show | |||
Notes:
Wondrous item, rare While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
||||||
☐ (R) Chime of Opening | rare | DDHC-CM-08 Sarah of Yellowcrest Manor | Show | |||
Notes:
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
||||||
(R/AT) Bracers of Defense | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
||||||
(R) Longtooth (Giant Slayer Shortsword) | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Weapon (shortsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. |
||||||
(R) Folding Boat | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. Command Word: "Shrimpkin" |
||||||
(R/AT) Demon Skin Plate | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. |
||||||
(R/AT) Iggwilv's Horn | rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. |
||||||
🗹 (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. |
||||||
🗹 (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. |
||||||
☐ (VR/AT) Robe of Scintillating Colors | very_rare | DDHC-CM-08 Sarah of Yellowcrest Manor | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. |
||||||
(VR) Tasha's Creeping Keelboat | very_rare | Descent into the Lost Caverns of Tsojcanth | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. |