Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Rival Coin
common
DDHC-DD-03 The Will of Orcus
Show
Notes:
Wondrous Item, Common
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the other. One of these figures is on the “heads” side of the coin, the other on the “tails” side.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
Rope of Climbing
uncommon
DDEP10-00 The Great Knucklehead Rally
Show
Notes:
Wondrous Item, Uncommon
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination 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 ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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.
Sending Stones
uncommon
DDAL10-02 Gnashing Teeth
Show
Notes:
Wondrous Item, uncommon
These stones were plucked from a raging river. Worn smooth by eons of fast-moving water, each is struck through with streaks of silvery metal and chunks of blue crystal, and engraved with a sigil of unknown origin.
Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell.
Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Smoldering Armor
common
DDAL10-00 Ice Road Trackers
Show
Notes:
Armor (Any Light, Medium, or Heavy), Common
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.
Tentacle Rod
rare
Service Reward: Rare
Show
Notes:
Rod, rare (requires attunement)
This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Unbreakable Arrow
common
DDAL10-00 Ice Road Trackers
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.
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.
Wand of Fireballs
rare
Service Reward: Rare
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Language Minor Property: The bearer can speak and understand Netherese while the item is on the bearer’s person.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20). On a 1, the wand crumbles into ashes and is destroyed.
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.
Wand of Secrets
uncommon
DDHC-DD-03 The Will of Orcus
Show
Notes:
Wand, Uncommon
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Whip, +1
uncommon
DDHC-DD-03 The Will of Orcus
Show
Notes:
Weapon (whip), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Rival Coin | common | DDHC-DD-03 The Will of Orcus | Show | |||
|
Notes:
Wondrous Item, Common The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect: Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only. Tails. You take 1d4 Psychic damage. |
||||||
| Rope of Climbing | uncommon | DDEP10-00 The Great Knucklehead Rally | Show | |||
|
Notes:
Wondrous Item, Uncommon 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 ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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. |
||||||
| Sending Stones | uncommon | DDAL10-02 Gnashing Teeth | Show | |||
|
Notes:
Wondrous Item, uncommon Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don’t cast the spell. Once Sending is cast using either stone, the stones can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
||||||
| Smoldering Armor | common | DDAL10-00 Ice Road Trackers | Show | |||
|
Notes:
Armor (Any Light, Medium, or Heavy), Common |
||||||
| Tentacle Rod | rare | Service Reward: Rare | Show | |||
|
Notes:
Rod, rare (requires attunement) |
||||||
| Unbreakable Arrow | common | DDAL10-00 Ice Road Trackers | Show | |||
|
Notes:
Weapon (arrow), common This arrow can’t be broken, except when it is within an antimagic field. |
||||||
| 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. |
||||||
| Wand of Fireballs | rare | Service Reward: Rare | Show | |||
|
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Language Minor Property: The bearer can speak and understand Netherese while the item is on the bearer’s person. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20). On a 1, the wand crumbles into ashes and is destroyed. |
||||||
| 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. |
||||||
| Wand of Secrets | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
|
Notes:
Wand, Uncommon |
||||||
| Whip, +1 | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
|
Notes:
Weapon (whip), uncommon |
||||||