Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Unbreakable Arrow common DDAL 10-00 Ice Road Trackers DDAL 10-00 Ice Road Trackers Show
Notes:

Unbreakable Arrow
Weapon (arrow), common

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 common DDAL 10-00 Ice Road Trackers DDAL 10-00 Ice Road Trackers Show
Notes:

Smoldering Armor
Armor (studded leather), common

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.

Boots of False Tracks common DDAL 10-00 Ice Road Trackers DDAL 10-00 Ice Road Trackers Show
Notes:

Boots of False Tracks
Wondrous item, common

These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.

Ersatz Eye common DDAL 10-00 Ice Road Trackers DDAL 10-00 Ice Road Trackers Show
Notes:

Ersatz Eye
Wondrous item, common

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.

While you’re use this ersatz eye, you can read and understand, but not speak

Ring of Swimming uncommon PO-BK-3-01 A Pirates Life for Me PO-BK-3-01 A Pirates Life for Me Show
Notes:

Ring of Swimming
Ring, Uncommon

A Platinum Rings crafted to look like an eel biting its own tail.

You have a Swim Speed of 40 feet while wearing this ring.

Kives' Mantle (Cloak of Protection) uncommon FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

Kives' Mantle (Cloak of Protection)
Wondrous Item, Uncommon (Requires Attunement)

This cloak was crafted by the Cyclops herders Kives from the fur of their Giant Rams and still retains some of the magic that the animal had absorbed before it was sheared.

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.

The Snatch Key (Mystery Key) common FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

The Snatch Key (Mystery Key)
Wondrous Item, Common

The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch.

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong— when used.
While trying to catch it, the key is constantly taunting the user.

Wand of Conducting common FR-DC-MBM-03 Back To School FR-DC-MBM-03 Back To School Show
Notes:

Wand of Conducting
Wand, common

This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around.

The music can be heard out to 120 feet and ends when you stop waving the wand.

Regaining Charges: The wand regains all expended charges daily at dawn.

If you expend the wand's last charge, roll 1d20.

On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.

Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.

Half Plate Armor of Fungal Spores uncommon FR-DC-MBM-03 Back To School FR-DC-MBM-03 Back To School Show
Notes:

Half Plate Armor of Fungal Spores
Medium armor, uncommon

While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Quirk: Metamorphic

The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect on the item's use.

History: Strange magic has been dripping into this armor, giving it the appearance to be a living entity rather than a mere object of protection. The golden and silvery mushrooms seem to spread and recede all over the armor.