Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Boots of False Tracks
common
Award
DDAL10-00 Ice Road Tracker
Show
Notes:
Boots of False Tracks
Wondrous item, common
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Xanathar’s Guide to Everything, p. 136
Chardalyn Breastplate (Armor of Necrotic Resistance)
rare
DDAL10-05 A Blight in the Darkness
DDAL10-05 A Blight in the Darkness
Show
Notes:
Chardalyn Breastplate (Armor of Necrotic Resistance)
Armor (breastplate), rare (requires attunement)
This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.
You have resistance to necrotic damage while you wear this armor
Cloak of Protection
uncommon
DDHC00-GSM-04 Salvage Operation
Trade Log
Show
Notes:
Cloak of Protection
Uncommon
Cloak of Protection Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak.
Glaive +1
uncommon
Lvl 5 Magic Item Chose
DDAL 10-04 Cold Benevolence
Show
Notes:
Glaive +1
Weapon (glaive), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Glaive of Warning
uncommon
DDHC-KftGV-02 The Stygian Gambit
Trade Log
Show
Notes:
Glaive of Warning
Weapon, uncommon (requires attunement), Major tier
Martial weapon, melee weapon
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Heavy.
Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Reach.
This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon.
Two-Handed.
This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Goggles Of Night
uncommon
DDHC-TYP - White Plume Mountain
Trade Log
Show
Notes:
Goggles Of Night
adventuring gear (wondrous item, eyes),Uncommon
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.
Ilmater’s Bleeding Heart (Periapt of Wound Closure)
uncommon
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
Show
Notes:
Ilmater’s Bleeding Heart (Periapt of Wound Closure)
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.
Immovable Rod
uncommon
Award
CCC-ARCANA 01 The Phantom Pursuit
Show
Notes:
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end.
You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall.
A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Immovable Rod
uncommon
Award
CCC-ARCON01-01 Forest Song
Show
Notes:
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.
Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.
More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Lantern of Revealing
uncommon
Award
CCC-ARCON01-02 A Whale of a Tale
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Moon-Touched Sword
common
Award
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Moon-Touched Sword
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Xanathar’s Guide to Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Oyang’s Kettle (Decanter of Endless Water)
uncommon
Award
CCC-ARCANA 02 Seclusion
Show
Notes:
Oyang’s Kettle (Decanter of Endless Water)
Wondrous Item, uncommon
This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear.
Any water produced from this kettle smells faintly of Lemon Ginger and Pandan.
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Pearl of Power
uncommon
Award
CCC-THENT01-01 Beneath The Surface
Show
Notes:
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn.
Quiver of Ehlonna
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
Trade Log
Show
Notes:
Quiver of Ehlonna
Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.
Robe of Useful Items
uncommon
DDAL 10-04 Cold Benevolence
DDAL 10-04 Cold Benevolence
Show
Notes:
Robe of Useful Items
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:
10-foot pole
Hempen rope (50 feet, coiled)
In addition, the robe has seven other patches.
The DM chooses the patches or determines them randomly:
2x 2 mastiff
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
2x 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
Portable ram
Spell Scroll of Revivfy
Sending Stones
uncommon
DDAL10-02 Gnashing Teeth
DDAL10-02 Gnashing Teeth
Show
Notes:
Sending Stones
Wondrous item, uncommon
These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin.
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it.
The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Smoldering Armor
common
Award
DDAL10-00 Ice Road Tracker
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.
Xanathar’s Guide to Everything, p. 139
Unbreakable Arrow
common
Award
DDAL10-00 Ice Road Tracker
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.
Xanathar’s Guide to Everything, p. 139
Wand of Pyrotechnics
common
DDAL10-05 A Blight in the Darkness
DDAL10-05 A Blight in the Darkness
Show
Notes:
Wand of Pyrotechnics
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Boots of False Tracks | common | Award | DDAL10-00 Ice Road Tracker | Show | ||
Notes:
Boots of False Tracks These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136 |
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Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL10-05 A Blight in the Darkness | DDAL10-05 A Blight in the Darkness | Show | ||
Notes:
Chardalyn Breastplate (Armor of Necrotic Resistance) This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor |
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Cloak of Protection | uncommon | DDHC00-GSM-04 Salvage Operation | Trade Log | Show | ||
Notes:
Cloak of Protection |
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Glaive +1 | uncommon | Lvl 5 Magic Item Chose | DDAL 10-04 Cold Benevolence | Show | ||
Notes:
Glaive +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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Glaive of Warning | uncommon | DDHC-KftGV-02 The Stygian Gambit | Trade Log | Show | ||
Notes:
Glaive of Warning This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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Goggles Of Night | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
Notes:
Goggles Of Night While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. |
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Ilmater’s Bleeding Heart (Periapt of Wound Closure) | uncommon | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | Show | ||
Notes:
Ilmater’s Bleeding Heart (Periapt of Wound Closure) |
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Immovable Rod | uncommon | Award | CCC-ARCANA 01 The Phantom Pursuit | Show | ||
Notes:
Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Immovable Rod | uncommon | Award | CCC-ARCON01-01 Forest Song | Show | ||
Notes:
Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Lantern of Revealing | uncommon | Award | CCC-ARCON01-02 A Whale of a Tale | Show | ||
Notes:
Lantern of Revealing While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. |
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Moon-Touched Sword | common | Award | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
Notes:
Moon-Touched Sword |
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Oyang’s Kettle (Decanter of Endless Water) | uncommon | Award | CCC-ARCANA 02 Seclusion | Show | ||
Notes:
Oyang’s Kettle (Decanter of Endless Water) This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. |
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Pearl of Power | uncommon | Award | CCC-THENT01-01 Beneath The Surface | Show | ||
Notes:
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn. |
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Quiver of Ehlonna | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | Trade Log | Show | ||
Notes:
Quiver of Ehlonna This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Robe of Useful Items | uncommon | DDAL 10-04 Cold Benevolence | DDAL 10-04 Cold Benevolence | Show | ||
Notes:
Robe of Useful Items 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: 10-foot pole In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly: 2x 2 mastiff |
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Sending Stones | uncommon | DDAL10-02 Gnashing Teeth | DDAL10-02 Gnashing Teeth | Show | ||
Notes:
Sending Stones These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Smoldering Armor | common | Award | DDAL10-00 Ice Road Tracker | 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. Xanathar’s Guide to Everything, p. 139 |
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Unbreakable Arrow | common | Award | DDAL10-00 Ice Road Tracker | 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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Wand of Pyrotechnics | common | DDAL10-05 A Blight in the Darkness | DDAL10-05 A Blight in the Darkness | Show | ||
Notes:
Wand of Pyrotechnics This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. |