Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Whip of Warning uncommon DDAL04-02 The Beast Show
Notes:

Weapon (Whip), Uncommon (Requires Attunement)

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.

Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

Scroll of Create Bonfire uncommon DDAL04-02 The Beast Show
Hat of Disguise uncommon DDAL04-03 The Executioner Show
Notes:

Wondrous item, uncommon (requires attunement)
This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plainlooking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden from spells abilities that would detect its true nature (such as divine sense).
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Potion of Healing common DDAL04-03 The Executioner Show
Notes:

Adventuring gear (potion), common
You regain 2d4 + 2 Hit Points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated.
Weight: 0.5

Potion of Healing uncommon DDAL04-04 The Marionette Show
Notes:

Adventuring gear (potion), common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
Weight: 0.5

Potion of Climbing common DDAL04-04 The Marionette Show
Notes:

Potion, Common
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.
This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Scroll of Animate Dead uncommon DDAL04-04 The Marionette Show
Notes:

Scroll, uncommon
A description of this item can be found in the Dungeon Master's Guide. 
Animate Dead
3rd-Level Necromancy
Casting Time: 1 minute - Range: 10 feet - Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally comma⁠nd any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can comm⁠and any or all of them at the same time, issuing the same comm⁠and to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general com⁠mand, such as to guard a particular chamber or corridor. If you issue no comm⁠ands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any com⁠mand you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Eyes of Charming uncommon DDAL04-04 The Marionette Show
Notes:

Wondrous item, uncommon (requires attunement)
These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical pupils of a serpent’s eyes. If the wearer is evil, they may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has been used, it can’t be used again until the following dawn. 
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Wind Fan uncommon DDAL04-05 The Seer Show
Notes:

Wondrous item, uncommon
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.