You are not authorized to perform this action.

Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
(+) [U/AT] +1 Amulet of the Devout uncommon L5 Magic Item (DDAL Player’s Guide) Charaktererstellung L5 inkl. Level-Upgrades Show
Notes:

Source: Tasha's Cauldron of Everything
Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin).
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

(+) [U/AT] Stone of Good Luck uncommon Keys of 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.

[Cons] Potion of Hill Giant Strength uncommon Keys of the Golden Vault - 5 - Tockworth's Clockworks Show
Notes:

Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.

[Cons] 10x Potion of Healing common Keys of the Golden Vault - 5 - Tockworth's Clockworks Show
Notes:

Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

(+) [R/AT] Amulet of Health rare Golden Vault Belohnung Keys of the Golden Vault - 5 - Tockworth's Clockworks Show
Notes:

Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

[U] Spell Scroll of Magic Weapon uncommon Keys of the Golden Vault - 5 - Tockworth's Clockworks Show
[Cons] Dust of Disappearance uncommon Keys of the Golden Vault - 5 - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon
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.

[U/AT] Boots of Striding and Springing uncommon Keys of 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.

[U] Driftglobe uncommon Keys of 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.

[U] Adamantine Chain Shirt uncommon DDHC-JRC-07 Gold for Fools and Princes Show
Notes:

Medium Armor, Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

[U/AT] Ring of Warmth uncommon DDHC-JRC-07 Gold for Fools and Princes Show
Notes:

Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

[R] Stone of Controlling Earth Elementals rare DDHC-JRC-07 Gold for Fools and Princes Show
Notes:

Wondrous item, rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.

[R] Giant Slayer "Longtooth" rare Descent into the Lost Caverns of Tsojcanth Trade Log Show
Notes:

Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.

[R/AT] Ring of Spell Storing rare DDAL04-08 The Broken One Show
Notes:

Ring, rare (requires attunement)

The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute

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 the Spell Remove Curse.

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.