Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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
Gnomish Pocket Knife (Glove of Thiefvery)
uncommon
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Gnomish Pocket Knife (Glove of Thiefvery)
Wondrous Item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Ring of Jumping
uncommon
DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
Show
Notes:
Ring of Jumping
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Boots of the Winterlands — Waterdeep Provenance
uncommon
DDAL-00-05 Winter's Splendor
DDAL-00-05 Winter's Splendor
Show
Notes:
Boots of the Winterlands — Waterdeep Provenance
Wondrous Item, Uncommon (Requires Attunement)
*"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."
"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."
"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."
"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Bell of Silent Carols (Horn of Silent Alarm)
common
DDAL-00-05 Winter's Splendor
DDAL-00-05 Winter's Splendor
Show
Notes:
Bell of Silent Carols (Horn of Silent Alarm)
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.
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.
Enduring Spellbook
common
DDAL-00-05 Winter's Splendor
DDAL-00-05 Winter's Splendor
Show
Notes:
Enduring Spellbook
Wondrous Item, Common
This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.
Chultan Midwinter Candle (Candle of the Deep)
common
DDAL00-04 Winter's Flame
DDAL00-04 Winter's Flame
Show
Notes:
Chultan Midwinter Candle (Candle of the Deep)
Wondrous Item, Common
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.
Flurried Furs (Smoldering Studded Leather Armor)
common
DDAL00-04 Winter's Flame
DDAL00-04 Winter's Flame
Show
Notes:
Flurried Furs (Smoldering Studded Leather Armor)
Armor (Light), Common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in the Dungeon Master's Guide (2024).
Charlatan's Die
common
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Charlatan's Die
Wondrous item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls.
Guardian Property: +2 Initiative
Pipe of Remembrances
common
FR-DC-WCAG-4 An Inside Job
FR-DC-WCAG-4 An Inside Job
Show
Notes:
Pipe of Remembrances
Wondrous item, common.
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Mask of Many Fasihons (Cloak of Many Fasihons)
common
FR-DC-WCAG-03 Fixing the Pearl Fissures
FR-DC-WCAG-03 Fixing the Pearl Fissures
Show
Notes:
Mask of Many Fasihons (Cloak of Many Fasihons)
Wondrous item, common
"These theater masks usually have the appearance of a scowling or happy face but can turn into any mask the wearer desires. Perfect for your next performance on stage! In addition the masks are magically enhanced so that your voice can be heard even by the viewers that are far far away from stage."
While wearing this mask, you can use a bonus action to change the style, color, and apparent quality of it. The masks weight doesn't change. Regardless of its appearance, the mask can't be anything but a mask. Although it can duplicate the appearance of other magic masks, it doesn't gain their magical properties.
Minor Property: War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| 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. |
||||||
| 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 |
||||||
| Gnomish Pocket Knife (Glove of Thiefvery) | uncommon | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Gnomish Pocket Knife (Glove of Thiefvery) These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
||||||
| Ring of Jumping | uncommon | DDAL05-10 Giant Diplomacy | DDAL05-10 Giant Diplomacy | Show | ||
|
Notes:
Ring of Jumping While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. |
||||||
| Boots of the Winterlands — Waterdeep Provenance | uncommon | DDAL-00-05 Winter's Splendor | DDAL-00-05 Winter's Splendor | Show | ||
|
Notes:
Boots of the Winterlands — Waterdeep Provenance *"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure." "The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment." "Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine." "The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds." These furred boots are snug and feel warm. While wearing them, you gain the following benefits. |
||||||
| Bell of Silent Carols (Horn of Silent Alarm) | common | DDAL-00-05 Winter's Splendor | DDAL-00-05 Winter's Splendor | Show | ||
|
Notes:
Bell of Silent Carols (Horn of Silent Alarm) |
||||||
| 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. |
||||||
| Enduring Spellbook | common | DDAL-00-05 Winter's Splendor | DDAL-00-05 Winter's Splendor | Show | ||
|
Notes:
Enduring Spellbook This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age. |
||||||
| Chultan Midwinter Candle (Candle of the Deep) | common | DDAL00-04 Winter's Flame | DDAL00-04 Winter's Flame | Show | ||
|
Notes:
Chultan Midwinter Candle (Candle of the Deep) The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle. A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would. |
||||||
| Flurried Furs (Smoldering Studded Leather Armor) | common | DDAL00-04 Winter's Flame | DDAL00-04 Winter's Flame | Show | ||
|
Notes:
Flurried Furs (Smoldering Studded Leather Armor) Wisps of harmless, odorless smoke rise from this armor while it is worn. As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. This item can be found in the Dungeon Master's Guide (2024). |
||||||
| Charlatan's Die | common | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Charlatan's Die Whenever you roll this six-sided die, you can control which number it rolls. Guardian Property: +2 Initiative |
||||||
| Pipe of Remembrances | common | FR-DC-WCAG-4 An Inside Job | FR-DC-WCAG-4 An Inside Job | Show | ||
|
Notes:
Pipe of Remembrances This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
||||||
| Mask of Many Fasihons (Cloak of Many Fasihons) | common | FR-DC-WCAG-03 Fixing the Pearl Fissures | FR-DC-WCAG-03 Fixing the Pearl Fissures | Show | ||
|
Notes:
Mask of Many Fasihons (Cloak of Many Fasihons) "These theater masks usually have the appearance of a scowling or happy face but can turn into any mask the wearer desires. Perfect for your next performance on stage! In addition the masks are magically enhanced so that your voice can be heard even by the viewers that are far far away from stage." While wearing this mask, you can use a bonus action to change the style, color, and apparent quality of it. The masks weight doesn't change. Regardless of its appearance, the mask can't be anything but a mask. Although it can duplicate the appearance of other magic masks, it doesn't gain their magical properties. Minor Property: War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. |
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