Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Orb of Time
common
WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft)
Show
Notes:
Wondrous item,
3 lb.
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Additional Minor Property:
Compass. The wielder can use an action to learn which way is north.
Ersatz Eye
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Wondrous item,
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.
Smoldering Armor
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Armor (studded leather),
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.
Boots of False Tracks
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Wondrous item,
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.
Unbreakable Arrow
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Weapon (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.
Dust of Disappearance
uncommon
SJ-DC-RTR-03 Need for Seat
Show
Notes:
Wondrous item,
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Invisible:
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
Clothes of Mending
common
SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em
Show
Notes:
Wondrous item,
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
Minor Property: Gleaming
This item never gets dirty.
Spell Scroll: Intellect Fortress
uncommon
SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em
Show
Notes:
Scroll, (consumable)
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Classes: Artificer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Bard, Sorcerer, Warlock, Wizard
Bulletproof Vest (+1 Breastplate)
rare
Trade Log
Show
Notes:
Armour (Medium)
You have a +1 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".
This item can be found in the Dungeon Master's Guide (DMG).
Cloak of the Manta Ray
uncommon
Trade Log
Show
Notes:
Wondrous item, minor tier While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Horn of Silent Alarm
common
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
Wondrous item
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.
Minor Property: 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.
"Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
- Howar Kohlenquetscher
Flame Tongue
rare
Trade Log
Show
Notes:
Weapon (Long sword). (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Ring of Feather Falling
rare
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
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.
Spellwrought Tattoo (Cantrip): Spare the Dying
common
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
Wondrous item (tattoo)
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
Trade Log
Show
Notes:
Wondrous item, 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.
Shield +1
uncommon
Magic Item for Reaching Level 5
Show
Notes:
Armor (shield),
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
Bracers of Defense
rare
BMG-DRW-OD-01 Something in the Way
Show
Notes:
Wondrous Item, (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.
Moon-Touched Sword
common
BMG-DRW-OD-01 Something in the Way
Show
Notes:
Weapon (longsword),
The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
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.
Cloak of Many Fashions (Forest Green)
common
BMG-DRW-OD-02 Something Wicked
Show
Notes:
Wondrous Item,
This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.
While wearing this cloak, you can use a bonus actionto change the style, color, and apparent quality of the
garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Pole of Collapsing
common
SJ-DC-RTR-08 Healing the Dead
Show
Notes:
Wondrous Item,
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Orb of Time | common | WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft) | Show | |||
Notes:
Wondrous item, 3 lb. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Additional Minor Property: Compass. The wielder can use an action to learn which way is north. |
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Ersatz Eye | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Wondrous item, 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. |
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Smoldering Armor | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Armor (studded leather), 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. |
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Boots of False Tracks | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Wondrous item, 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. |
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Unbreakable Arrow | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Weapon (arrow) This arrow can’t be broken, except when it is within an antimagic field. |
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Dust of Disappearance | uncommon | SJ-DC-RTR-03 Need for Seat | Show | |||
Notes:
Wondrous item, Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. Invisible: An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. |
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Clothes of Mending | common | SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em | Show | |||
Notes:
Wondrous item, This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. Minor Property: Gleaming This item never gets dirty. |
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Spell Scroll: Intellect Fortress | uncommon | SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em | Show | |||
Notes:
Scroll, (consumable) 3rd-level abjuration For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. Classes: Artificer |
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Bulletproof Vest (+1 Breastplate) | rare | Trade Log | Show | |||
Notes:
Armour (Medium) You have a +1 bonus to AC while wearing this breastplate. This item can be found in the Dungeon Master's Guide (DMG). |
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Cloak of the Manta Ray | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, minor tier While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. |
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Horn of Silent Alarm | common | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | |||
Notes:
Wondrous item 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. Minor Property: 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. "Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
|
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Flame Tongue | rare | Trade Log | Show | |||
Notes:
Weapon (Long sword). (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Ring of Feather Falling | rare | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | |||
Notes:
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. |
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Spellwrought Tattoo (Cantrip): Spare the Dying | common | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | |||
Notes:
Wondrous item (tattoo) 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. |
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Goggles of Night | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, 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. |
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Shield +1 | uncommon | Magic Item for Reaching Level 5 | Show | |||
Notes:
Armor (shield), While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. |
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Bracers of Defense | rare | BMG-DRW-OD-01 Something in the Way | Show | |||
Notes:
Wondrous Item, (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire. |
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Moon-Touched Sword | common | BMG-DRW-OD-01 Something in the Way | Show | |||
Notes:
Weapon (longsword), The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. |
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Cloak of Many Fashions (Forest Green) | common | BMG-DRW-OD-02 Something Wicked | Show | |||
Notes:
Wondrous Item, While wearing this cloak, you can use a bonus actionto change the style, color, and apparent quality of the |
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Pole of Collapsing | common | SJ-DC-RTR-08 Healing the Dead | Show | |||
Notes:
Wondrous Item, While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. |