Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Boots of False Track common DDAL10-00 Ice Road Trackers: Unsure Footing DDAL10-00 Ice Road Trackers - Part 1: Unsure Footing Show
Notes:

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 DDAL10-00 Ice Road Trackers DDAL10-00 Ice Road Trackers: Part 2 Cold Welcome Show
Notes:

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 Armor studded leathe common DDAL10-00 Ice Road Trackers: Part 3 Chilled Drinks DDAL10-00 Ice Road Trackers: Part 3 Chilled Drinks Show
Notes:

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.

Ersatz Eye common DDAL10-00 Ice Road Trackers Part 4: Warm Bodies Show
Notes:

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.

Googles of Night uncommon DDAL10-01 The Frozen North DDAL10-01 The Frozen North Show
Notes:

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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.

Illuminator´s Tattoo common DDAL10-01 The Frozen North DDAL10-01 The Frozen North Show
Notes:

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.

When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

Harengon Spirit Club (Eventitem) common LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn.

Periapt of Wound Closure uncommon CCC-BMG-MOON3-1 Atop the Fairheights Trade Log Show
Notes:

This necklace is comprised of a single piece of quartz crystal, held to the wearer’s neck by a band made from the woven grey bread hairs of an ancient dwarven clan leader. Attuning to it makes the wearer very thirsty for ale . While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Ring of Protection rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws while wearing this ring.

Chain Mail +1 uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

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.

Armor of Vulnerability (slashing) rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Requires Attunement 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 1d6 - 1 levels of stored Spells chosen by the DM. 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. 4x shield 1x absorb elements

Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

You gain a +1 bonus to AC and saving throws.

Wave/Whelm/Blackrazor legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

3x Blessing, 1x curing 2x Favour

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 Bead of... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk

Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage: Ebene 18, Vanrakdoom Show
Notes:

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.