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.
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.
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.
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.
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.
Horn of Silent Alarm
common
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Horn of Silent Alarm 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.
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.
Tankard of Sobriety
common
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Tankard of Sobriety
Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
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.
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)
Longsword +1
uncommon
Purchase Log
Show
Notes:
Renown
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.
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.
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
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.
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
Name | Rarity ▲ | Location | Table | Result | Source | |
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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. |
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Pole of Angling | common | CCC_CNE_01_The_Treasure_Beneath | Show | |||
Notes:
Pole of Angling 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. |
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Orb of Direction | common | CCC_CNE_01_The_Treasure_Beneath | Show | |||
Notes:
Orb of Direction |
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Smoldering Studded Leather Armor | common | DDAL10-00 Ice Road Trackers Part 3 Chilled Drinks | Show | |||
Notes:
Light armor, minor tier, common |
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Horn of silent alarm | common | DDEP10-00: Great Knucklehead Rally | Show | |||
Notes:
Wondrous item, common |
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Boots of False Tracks | common | DDAL10-00 Ice Road Trackers Part 1 Unsure Footing | Show | |||
Notes:
Wondrous item, minor tier, common |
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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. |
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Horn of Silent Alarm | common | SJ-DC-AMAK-02: Enemy within | Show | |||
Notes:
Horn of Silent Alarm 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. |
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Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | Show | |||
Notes:
Cloak of Many Fashions 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. |
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Tankard of Sobriety | common | SJ-DC-AMAK-03: The Feast of the Devoured | Show | |||
Notes:
Tankard of Sobriety This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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Rope of Climbing | uncommon | DDEP10-00: Great Knucklehead Rally | Show | |||
Notes:
Wondrous item, uncommon |
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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. |
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Longsword +1 | uncommon | Purchase Log | Show | |||
Notes:
Renown |
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Velahr´Kerym (Flame Tongue Longsword) | rare | DDAL 00-02D Echoes of the Weeping War | Trade Log | Show | ||
Notes:
Velahr´Kerym (Flame Tongue Longsword) |
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Arrow-Catching Shield | rare | CCC-GLIP-02-01 Blue Scales | Show | |||
Notes:
Armor (shield), rare (requires attunement) 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. |
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Instrument of the Bards, Canaith Mandolin | rare | DDEX3-9 The Waydown | Show | |||
Notes:
Wondrous item, rare (requires attunement by a bard) 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 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 |
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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) |
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Ring of Protection | rare | DDEX3-15 Szith Morcane Unbound | Show | |||
Notes:
Ring of Protection |
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Portable Hole | rare | CCC_CNE_01_The_Treasure_Beneath | Show | |||
Notes:
Portable Hole 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. |
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Folding Boat | rare | CCC-CNE-02_Before_The_Hatch | Show | |||
Notes:
Folding Boat 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: |