Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Ring of Feather Falling
rare
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
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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.
Ring of Regeneration
very_rare
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.
Sapphire Buckler
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain
Show
Notes:
Shield, (requires attunement)
6lb
AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
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.
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.
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
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.
Staff of Adornment
common
SJ-DC-MONSTER-01 Phoenix
Show
Notes:
Staff, weapon, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
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Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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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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Ring of Regeneration | very_rare | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt. |
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Sapphire Buckler | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain | Show | |||
Notes:
Shield, (requires attunement) 6lb AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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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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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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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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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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Staff of Adornment | common | SJ-DC-MONSTER-01 Phoenix | Show | |||
Notes:
Staff, weapon, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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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. |