Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Unbreakable Arrow common DDAL10-00 Ice Road Trackers Part 2 Cold Welcome Show
Notes:

Weapon (arrow), common

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.

Smoldering Studded Leather Armor common DDAL10-00 Ice Road Trackers Part 3 Chilled Drinks Show
Notes:

Light armor, minor tier, common
Wisps of harmless, odorless smoke rise from this armor while it is worn. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Boots of False Tracks common DDAL10-00 Ice Road Trackers Part 1 Unsure Footing Show
Notes:

Wondrous item, minor tier, common
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.

Cast-Off Plate Armor common Gathering Information DM Reward Trade Log Show
Notes:

You can doff this armor as an action.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

The wearer has disadvantage on Stealth (Dexterity) checks.

Spare legendary DDHC-TOA-13 The Risen Mists Show
Notes:

Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)

Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide).

Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest.

Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon.

Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue.

If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder.
If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself.

Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade.
Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare."

Arrow-Catching Shield rare CCC-GLIP-02-01 Blue Scales Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield.
This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.

This item can be found in the Dungeon Masters Guide.

Horn of silent alarm common DDEP10-00: Great Knucklehead Rally Show
Notes:

Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s 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.

Rope of Climbing uncommon DDEP10-00: Great Knucklehead Rally Show
Notes:

Wondrous item, uncommon
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates.
As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Longsword +1 uncommon Purchase Log Show
Notes:

Renown

Instrument of the Bards, Canaith Mandolin rare DDEX3-9 The Waydown Show
Notes:

Wondrous item, rare (requires attunement by a bard)
Weight: 2 lb.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

INSTRUMENT RARITY SPELLS
All — Fly, invisibility, levitate, protection from evil and good, plus the spells listed for the particular instrument
Canaith mandolin Rare Cure wounds (3rd level), dispel magic, protection from energy (lightning only)

Made of fine, dark wood, this mandolin is inlaid with mithral and mother-of-pearl in the shape of forked lightning bolts. The bearer of this instrument can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn

Chardalyn Breastplate (Armor of Necrotic Resistance) rare DDAL 10-05 A Blight in the Darkness Trade Log Show
Notes:

Chardalyn Breastplate (Armor of Necrotic Resistance)
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

The Night Queen’s Eyes uncommon DDHC-CM The Price of Beauty Show
Notes:

Once belonging to anarchfey known as theNight Queen, theseobsidian gemstones fitover the eyes, and you perceive others’ faces assinister countenances.
This item functions asgoggles of night (see theDungeon Master’s Guide)

Velahr´Kerym (Flame Tongue Longsword) rare DDAL 00-02D Echoes of the Weeping War Trade Log Show
Notes:

Velahr´Kerym (Flame Tongue Longsword)
Rare
Velahr´Kerym (Flame Tongue Longsword) Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. 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 Protection rare DDEX3-15 Szith Morcane Unbound Show
Notes:

Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Pole of Angling common CCC_CNE_01_The_Treasure_Beneath Show
Notes:

Pole of Angling
Wondrous Item, common

While holding this 10-foot pole, you can speak a command phrase, “Hook, Line, and Sinker” and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command phrase again changes the fishing pole back into a normal 10-foot pole.

Orb of Direction common CCC_CNE_01_The_Treasure_Beneath Show
Notes:

Orb of Direction
Wondrous Item, common
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Portable Hole rare CCC_CNE_01_The_Treasure_Beneath Show
Notes:

Portable Hole
Wondrous item, rare

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This item constantly whispers about the glories of Northkeep when the city was in its prime.

Folding Boat rare CCC-CNE-02_Before_The_Hatch Show
Notes:

Folding Boat
Wondrous Item, Rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

A small box covered in tribal symbols of an ancient Orc Clan.This boat comes with command words written in orcish. The Boat came with a letter with this written in Orcish:

Commands:
1. Cut through the waves with great speed
2. Break the waters with your might
3. Rest and be free

Cloak of the Bat rare CCC_CNE_03_Into_The_Depths Show
Notes:

Cloak of the Bat
Wonderous, rare (requires attunement)

This cloak is made from a black leathery material, but feels much lighter. A creature who is attuned to this item finds their voice become gravelly and husky. They speak deeply and have a constant urge to hide their true identity from the world.

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Cloak of Many Fashions common SJ-DC-AMAK-01: You better watch out Show
Notes:

Cloak of Many Fashions
Wondrous Item, common

While wearing this cloak, you can use a bonus action to 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.