Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Arcane Grimoire +2
rare
Bonus Magic Item for Keys from the Golden Vault adventure
Keys from the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Arcane Grimoire +1
uncommon
Bonus magic item for level 5
DDAL-DRW-INT-04 Tales of Fang and Claw
Show
Notes:
Wondrous item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Half Plate Armor +1
rare
Hag cave
CCC-TRI-06 NIGHT1-2 Haggard Heroes
Show
Notes:
Armor (medium), rare
You have a +1 bonus to AC while wearing this armor.
Half Plate. Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment
Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
AC: 16 + Dex modifier (max 2)
Stealth: Disadvantage
Weight: 40
Unbreakable Arrow
common
Icewind Dale
DDAL 10-00 Ice Road Trackers
Show
Notes:
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
Smoldering Armor
common
Icewind Dale
DDAL 10-00 Ice Road Trackers
Show
Notes:
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
Ersatz Eye
common
Icewind Dale
DDAL 10-00 Ice Road Trackers
Show
Notes:
Wondrous item, common (requires attunement)
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.
Xanathar’s Guide to Everything, p. 137
Stone of Good Luck (Luckstone)
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Driftglobe
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Boots of Striding and Springing
uncommon
Little Lockford (Underdark)
Keys from the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Horn Of Valhalla (Silver)
rare
Mulmaster
CCC-TRI-05 NIGHT1-1 Hunt of Malar
Show
Notes:
Wondrous item, rarity varies
Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Pearl of Power
uncommon
Saltmarsh
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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.
Helm of Underwater Action
uncommon
Swamp at Saltmarsh
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
+1 Chain mail
rare
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor, +1
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Goggles of Night
uncommon
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, 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.
Stone of Good Luck
uncommon
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
uncommon
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Armor of Vulnerability (slashing)
legendary
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Ring of Protection
rare
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Hat of Wizardry
common
Wildspace
Trade Log
Show
Notes:
Wondrous Item, common (requires attunement by a wizard) While you are wearing this item, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Arcane Grimoire +2 | rare | Bonus Magic Item for Keys from the Golden Vault adventure | Keys from the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Arcane Grimoire +1 | uncommon | Bonus magic item for level 5 | DDAL-DRW-INT-04 Tales of Fang and Claw | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Half Plate Armor +1 | rare | Hag cave | CCC-TRI-06 NIGHT1-2 Haggard Heroes | Show | ||
Notes:
Armor (medium), rare |
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Unbreakable Arrow | common | Icewind Dale | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
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 |
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Smoldering Armor | common | Icewind Dale | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
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 |
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Ersatz Eye | common | Icewind Dale | DDAL 10-00 Ice Road Trackers | Show | ||
Notes:
Wondrous item, common (requires attunement) This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. Xanathar’s Guide to Everything, p. 137 |
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Stone of Good Luck (Luckstone) | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Driftglobe | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Boots of Striding and Springing | uncommon | Little Lockford (Underdark) | Keys from the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Horn Of Valhalla (Silver) | rare | Mulmaster | CCC-TRI-05 NIGHT1-1 Hunt of Malar | Show | ||
Notes:
Wondrous item, rarity varies |
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Pearl of Power | uncommon | Saltmarsh | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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. |
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Helm of Underwater Action | uncommon | Swamp at Saltmarsh | DDHC00-GSM-03 Danger at Dunwater | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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+1 Chain mail | rare | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor, +1 |
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Goggles of Night | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
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Stone of Good Luck | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Boots of Striding and Springing | uncommon | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Armor of Vulnerability (slashing) | legendary | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor (plate), legendary (requires attunement) |
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Ring of Protection | rare | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
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Ring of Spell Storing | rare | White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) |
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Hat of Wizardry | common | Wildspace | Trade Log | Show | ||
Notes:
Wondrous Item, common (requires attunement by a wizard) While you are wearing this item, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. |