Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Sentinel Shield
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Javelin of Lightning “Rrakkma’s Smite”
uncommon
SJ-DC-Flumph-01 Flurry of Flumphs
Trade Log
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Notes:
Javelin of Lightning “Rrakkma’s Smite”
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dungeon Master's Guide, p. 178
“This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’”
Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Boots of Elvenkind
uncommon
DDAL-DRW-INT-03 A Red Day for Eleventree
DDAL-DRW-INT-03 A Red Day for Eleventree
Show
Notes:
Boots of Elvenkind
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Bag of Holding
uncommon
DRW-INT-01 Big Problems
DRW-INT-01 Big Problems
Show
Notes:
Bag of Holding
Wondrous item, uncommon
A red leather bag.
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 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.
Squallraider´s Jug of Plenty (Alchemy Jug)
uncommon
FR-DC-WCAG02-01 Mayhem in the Squallrider
FR-DC-WCAG02-01 Mayhem in the Squallrider
Show
Notes:
Squallraider´s Jug of Plenty (Alchemy Jug)
Wondrous Item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.
You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute.
The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
This item is found in the Dungeon Masters Guide.
Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds.
Butterflies and other harmless creatures might frolic in the item’s presence.
This souvenir jug is only available aboard Agrettanui and is typically sold to travelers at a hefty price. The cylindrical vessel is the size of a canteen and comes with a shoulder strap that lets one carry it with ease. A stylized image of the dragon turtle is emblazoned on its side, showing off to the world that the bearer has experienced the luxury voyage.
https://files.d20.io/images/429229363/sQDX2svXXIEO5gqMUq_h6Q/max.jpg?1739714178
Trident of Fish Command
uncommon
Belohnung der Golden Vault: DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
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Notes:
Trident of Fish Command
Weapon (Trident), Uncommon (Requires Attunement)
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Ring of Jumping
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Wand of Magic Missiles
uncommon
DDHC-KftGV-03 Reach for the Stars
DDHC-KftGV-03 Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Staff of Lightning and Thunder
very_rare
DDAL05-08 Durlag's Tower
Assignment 1. Season 50th Anniversary B
Show
Notes:
Staff of Lightning and Thunder
Staff, Very Rare (Requires Attunement)
This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire.
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
Boomerang Shield
common
Assignment 2. Season 50th Anniversary B
Assignment 2. Season 50th Anniversary B
Show
Notes:
Boomerang Shield
Armor (Shield), Uncommon (Requires Attunement)
You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.
Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Name | Rarity | Location | Table | Result | Source | |
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Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | ||
Notes:
Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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Javelin of Lightning “Rrakkma’s Smite” | uncommon | SJ-DC-Flumph-01 Flurry of Flumphs | Trade Log | Show | ||
Notes:
Javelin of Lightning “Rrakkma’s Smite” This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Boots of Elvenkind | uncommon | DDAL-DRW-INT-03 A Red Day for Eleventree | DDAL-DRW-INT-03 A Red Day for Eleventree | Show | ||
Notes:
Boots of Elvenkind While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
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Bag of Holding | uncommon | DRW-INT-01 Big Problems | DRW-INT-01 Big Problems | Show | ||
Notes:
Bag of Holding A red leather bag. 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 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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Squallraider´s Jug of Plenty (Alchemy Jug) | uncommon | FR-DC-WCAG02-01 Mayhem in the Squallrider | FR-DC-WCAG02-01 Mayhem in the Squallrider | Show | ||
Notes:
Squallraider´s Jug of Plenty (Alchemy Jug) This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty. This item is found in the Dungeon Masters Guide. Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. This souvenir jug is only available aboard Agrettanui and is typically sold to travelers at a hefty price. The cylindrical vessel is the size of a canteen and comes with a shoulder strap that lets one carry it with ease. A stylized image of the dragon turtle is emblazoned on its side, showing off to the world that the bearer has experienced the luxury voyage. https://files.d20.io/images/429229363/sQDX2svXXIEO5gqMUq_h6Q/max.jpg?1739714178 |
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Trident of Fish Command | uncommon | Belohnung der Golden Vault: DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Trident of Fish Command This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. |
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Ring of Jumping | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Wand of Magic Missiles | uncommon | DDHC-KftGV-03 Reach for the Stars | DDHC-KftGV-03 Reach for the Stars | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Staff of Lightning and Thunder | very_rare | DDAL05-08 Durlag's Tower | Assignment 1. Season 50th Anniversary B | Show | ||
Notes:
Staff of Lightning and Thunder This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of silver lightning bolts atop it which cradle gleaming sapphire. This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn. Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. |
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Boomerang Shield | common | Assignment 2. Season 50th Anniversary B | Assignment 2. Season 50th Anniversary B | Show | ||
Notes:
Boomerang Shield You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you’re proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Shield. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |