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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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 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 | common | DDAL 10-00 Ice Road Trackers | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
Smoldering Armor 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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Boots of False Tracks | common | DDAL 10-00 Ice Road Trackers | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
Boots of False Tracks 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. |
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Ersatz Eye | common | DDAL 10-00 Ice Road Trackers | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
Ersatz Eye 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 |
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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 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. |
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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) 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. |
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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) 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. |
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Wand of Conducting | common | FR-DC-MBM-03 Back To School | FR-DC-MBM-03 Back To School | Show | ||
Notes:
Wand of Conducting 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 |
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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 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. |