Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Illuminator's Tattoo
common
The Frozen North
DDAL 10-01 The Frozen North
Show
Notes:
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Goggles of Night
uncommon
The Frozen North
DDAL 10-01 The Frozen North
Show
Notes:
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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.
Sending Stones
uncommon
DDAL 10-02 Gnashing Teeth
Show
Notes:
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.
Boots of Striding and Springing
uncommon
DDAL 10-03 Divining Evil
Show
Notes:
The boots are gnome-crafted, with gears and springs embedded in the
soles. At first glance they appear worn, but on closer inspection, the
boots are designed that way. 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.
Robe of Useful Items
uncommon
DDAL10-04: 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:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
4x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Wooden ladder (24 feet long)
Rowboat (12 feet long)
A riding horse with saddle bags
In addition, the robe has seven other patches.
The DM chooses the patches or determines them randomly.
d100 Patch
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 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
23-30 10 gems worth 100 gp each
31-44 Wooden ladder (24 feet long)
45-51 A riding horse with saddle bags
52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 4 potions of healing
69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 2 mastiff (Creature Statblock in Compendium)
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-100 Portable ram
+1 Wooden Shield
uncommon
Lvl 5 Item
Purchase Log
Show
Notes:
+1 Shield
Armor (shield), uncommon
6 lb. AC +2
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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.
Chardalyn Breastplate (Armor of Necrotic Resistance)
rare
DDAL 10-05 A Blight in the Darkness
Show
Notes:
Chardalyn Breastplate (Armor of Necrotic Resistance)
Medium 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.
Chime of Opening
rare
DDAL 10-06 The Fallen Star
Show
Notes:
Wondrous item, rare
This squat, black rod has a matte finish and a couple of flat switches and dials at one end.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Prosthetic Limb
common
DDAL 10-06 The Fallen Star
Show
Notes:
Prosthetic Limb
Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs.
When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part.
While the prosthetic is attached, it functions identically to the part it replaces.
You can detach or reattach it as an action, and it can’t be removed against your will.
It detaches if you die.
Dread Helm
common
Trade Log
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property: Wicked
When the bearer is presented with an opportunity to act in a
selfish or malevolent way, the item heightens the bearer's urge to do so.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Illuminator's Tattoo | common | The Frozen North | DDAL 10-01 The Frozen North | Show | ||
Notes:
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
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Goggles of Night | uncommon | The Frozen North | DDAL 10-01 The Frozen North | Show | ||
Notes:
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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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Sending Stones | uncommon | DDAL 10-02 Gnashing Teeth | Show | |||
Notes:
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. |
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Boots of Striding and Springing | uncommon | DDAL 10-03 Divining Evil | Show | |||
Notes:
The boots are gnome-crafted, with gears and springs embedded in the |
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Robe of Useful Items | uncommon | DDAL10-04: 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 robe has two of each of the following patches: In addition, the robe has seven other patches. d100 Patch |
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+1 Wooden Shield | uncommon | Lvl 5 Item | Purchase Log | Show | ||
Notes:
+1 Shield While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. A shield is made from wood or metal and is carried in one hand. |
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Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL 10-05 A Blight in the Darkness | Show | |||
Notes:
Chardalyn Breastplate (Armor of Necrotic Resistance) |
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Chime of Opening | rare | DDAL 10-06 The Fallen Star | Show | |||
Notes:
Wondrous item, rare |
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Prosthetic Limb | common | DDAL 10-06 The Fallen Star | Show | |||
Notes:
Prosthetic Limb |
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Dread Helm | common | Trade Log | Show | |||
Notes:
Wondrous item, common Minor Property: Wicked |