Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Dragon-Touched Focus (Slumbering) (Topaz)
uncommon
DDHC-DD-03 The Will of Orcus
Show
Notes:
Wondrous Item, Rarity Varies (Requires Attunement by a Spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.
Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Dragon’s Wrath Weapon (Battleaxe)) (Slumbering) (Silver)
uncommon
DDHC-DD-03 The Will of Orcus
Show
Notes:
Weapon (Battleaxe), Rarity Varies (Requires Attunement)
This battleaxe has a silver scale handle
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Wand of Entanglement
uncommon
Trade Log
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Boots of Striding and Springing
uncommon
DDAL10-01 Into the Frozen North
Show
Notes:
Wondrous Item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way.
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Charlatan's Die
common
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous Item, common (requires attunement)
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Whenever you roll this twenty-sided die, you can control which number it rolls.
While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
Chardalyn Earring (Headband of Intellect)
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous Item, uncommon (requires attunement)
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Pole of Angling
common
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous Item, common
This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it.
This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.
The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher.
Chardalyn Breastplate (Armor of Necrotic Resistance)
rare
DDAL10-05 A Blight in the Darkness
Show
Notes:
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.
Wand of Pyrotechnics
common
DDAL10-05 A Blight in the Darkness
Show
Notes:
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Prosthetic Limb
common
DDAL10-06 The Fallen Star
Show
Notes:
Wondrous Item, Common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Dragon-Touched Focus (Slumbering) (Topaz) | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
|
Notes:
Wondrous Item, Rarity Varies (Requires Attunement by a Spellcaster) Slumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. |
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| Dragon’s Wrath Weapon (Battleaxe)) (Slumbering) (Silver) | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
|
Notes:
Weapon (Battleaxe), Rarity Varies (Requires Attunement) Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. |
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| Wand of Entanglement | uncommon | Trade Log | Show | |||
|
Notes:
Wand, uncommon (requires attunement by a spellcaster) The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| Boots of Striding and Springing | uncommon | DDAL10-01 Into the Frozen North | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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| Charlatan's Die | common | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, common (requires attunement) Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. |
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| Chardalyn Earring (Headband of Intellect) | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. |
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| Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| Pole of Angling | common | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, common This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole. The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher. |
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| Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL10-05 A Blight in the Darkness | Show | |||
|
Notes:
Armor (breastplate), rare (requires attunement) You have resistance to necrotic damage while you wear this armor. |
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| Wand of Pyrotechnics | common | DDAL10-05 A Blight in the Darkness | Show | |||
|
Notes:
Wand, common The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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| Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
|
Notes:
Wondrous Item, Common This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive. |
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