Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Horn of Silent Alarm
common
Reward
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Spellwrought Tattoo (Cantrip): Spare the Dying
common
Imprinted by NPC for help
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single cantrip (Spare the Dying), wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like.
Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.
Goggles of Night
uncommon
DDAL08-02 Beneath the City of the Dead
DDAL08-02 Beneath the City of the Dead
Show
Notes:
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.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Rod of the Pact Keeper, +1
uncommon
Reach level 5
DDAL08-06 Purging the Blood
Show
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Javelin of Lightning
uncommon
DDAL08-05 Hero of the Troll Wars
DDAL08-05 Hero of the Troll Wars
Show
Notes:
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. This item is found on Magic Item Table F in the Dungeon
Master’sGuide.
This javelin glows an angry red when within 120 feet of a troll.
Cloak of Protection
uncommon
from Blackstaff for the Quest
DDAL08-06 Purging the Blood
Show
Notes:
Wondrous Item, uncommon (requires attunment)
You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
While wearing this dark red cape, your skin takes on a deathly pallor.
Wand of Secrets
uncommon
DDAL08-01 - The Map with No Names
DDAL08-01 The Map with No Names
Show
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.
Ring of Fire Ressistance
rare
Vampire Fletchling
DDAL08-08 Crypt of the Dark Kiss
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this ring.
This simple ring of twisted brass wire is warm to the touch.
Wand of Lightning Bolts
rare
G
DDAL08-09 Fangs and Frogs
Show
Notes:
Wand of Lightning Bolts
Wand, Major, Rare (Requires Attunement by a Spellcaster)
Table G, Tier 2-4, 20 TCP
Weight: 1 lbs.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
Amulet of Health
rare
Present from Minflawy
DDAL08-10 The Skull Square Murders
Show
Notes:
Wondrous Item, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
Weight: 1 lbs.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Mace of Smiting
rare
Inside the Golem
DDAL08-07 Into the Dark
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
This head of the mace of smiting features an angry dwarven face. The ghost of Reizzlerum Caskview still maintains a connection to the weapon, causing the owner to gain an unending thirst for good ale. As the owner becomes intoxicated, the face on the mace shifts to appear more drunkenly joyful. The longer the owner goes without a drink, the angrier the face appears.
+1 Studded Leather Armor
rare
Reward from Maldrak
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
Magical Light armor (rare magic item)
13 lb.
AC 13 + Dex
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen...
Iron Bands of Bilarro
rare
Reward
DDAL-DRW01 Breaking Umberlee’s Resolve
Show
Notes:
Wondrous item, rare, Table G
This rusty Iron Sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the Command Word and throw the Sphere at a Huge or smaller creature you can see within 60 feet of you. As the Sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged Attack roll with an Attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target is Restrained until you take a Bonus Action to speak the Command Word again to release it. Doing so, or missing with the Attack, causes the bands to contract and become a Sphere once more.
A creature, including the one Restrained, can use an action to make a DC 20 Strength check to break the
iron bands. On a success, the item is destroyed, and the Restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn
Boots of Levitation
rare
SJ-DC-RTR-06 Search for Salty Sailors
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Spell: Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Ring of Feather Falling
rare
Enemy Assassin
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
Wand of Fireballs
rare
Laboratory
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Horn of Silent Alarm | common | Reward | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | ||
Notes:
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Spellwrought Tattoo (Cantrip): Spare the Dying | common | Imprinted by NPC for help | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | ||
Notes:
Wondrous item (tattoo), common |
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Goggles of Night | uncommon | DDAL08-02 Beneath the City of the Dead | DDAL08-02 Beneath the City of the Dead | Show | ||
Notes:
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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. |
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Rod of the Pact Keeper, +1 | uncommon | Reach level 5 | DDAL08-06 Purging the Blood | Show | ||
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. |
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Javelin of Lightning | uncommon | DDAL08-05 Hero of the Troll Wars | DDAL08-05 Hero of the Troll Wars | Show | ||
Notes:
This javelin is a magic weapon. When you hurl it and speak its command word, |
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Cloak of Protection | uncommon | from Blackstaff for the Quest | DDAL08-06 Purging the Blood | Show | ||
Notes:
Wondrous Item, uncommon (requires attunment) |
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Wand of Secrets | uncommon | DDAL08-01 - The Map with No Names | DDAL08-01 The Map with No Names | Show | ||
Notes:
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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Ring of Fire Ressistance | rare | Vampire Fletchling | DDAL08-08 Crypt of the Dark Kiss | Show | ||
Notes:
Ring, rare (requires attunement) This simple ring of twisted brass wire is warm to the touch. |
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Wand of Lightning Bolts | rare | G | DDAL08-09 Fangs and Frogs | Show | ||
Notes:
Wand of Lightning Bolts This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |
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Amulet of Health | rare | Present from Minflawy | DDAL08-10 The Skull Square Murders | Show | ||
Notes:
Wondrous Item, Major, Rare (Requires Attunement) An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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Mace of Smiting | rare | Inside the Golem | DDAL08-07 Into the Dark | Show | ||
Notes:
Weapon (mace), rare |
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+1 Studded Leather Armor | rare | Reward from Maldrak | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | ||
Notes:
Magical Light armor (rare magic item) |
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Iron Bands of Bilarro | rare | Reward | DDAL-DRW01 Breaking Umberlee’s Resolve | Show | ||
Notes:
Wondrous item, rare, Table G |
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Boots of Levitation | rare | SJ-DC-RTR-06 Search for Salty Sailors | Show | |||
Notes:
Wondrous item, rare (requires attunement) Spell: Levitate 2nd-level transmutation The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. |
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Ring of Feather Falling | rare | Enemy Assassin | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | ||
Notes:
Ring, rare (requires attunement) |
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Wand of Fireballs | rare | Laboratory | Trade Log | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. |