Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Boots of the Winterlands uncommon Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
This knee-high fashionable boots was crafted by a well renowned magic forger and designer from´Waterdeep. The boots are arctic white in color embedded with sparkling crystals and elegant silver lacing.

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

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.

Boots of Levitation uncommon DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, rare (requires attunement)
These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.

While you wear these boots, you can cast Levitate on yourself.

Boots of False Tracks common DDAL10-00 Ice Road Trackers Show
Notes:

Wondrous Item, Common (Requires Attunement)
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.

Ersatz Eye common DDAL10-00 Ice Road Trackers Show
Notes:

Wondrous Item, common (requires attunement)
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive.

Language Minor Property: The bearer can speak and understand orc while the item is on the bearer’s person.

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.

Illuminator’s Tattoo common DDAL10-01 Into the Frozen North Show
Notes:

Wondrous Item (tatoo), common (requires attunement)
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.

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.

Horn of Silent Alarm common DDEP10-00 The 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.

Greataxe, +1 common DDHC-DD-02 Baker's Doesn't Show
Notes:

Weapon (greataxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Dark Shard Amulet common DDAL10-07 Into Darkness Show
Notes:

Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.”

This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:

• You can use the amulet as a spellcasting focus for your warlock spells.
• You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

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.

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.

Clockwork Amulet common DDAL10-08 Volatile Thoughts Show
Notes:

Wondrous item, Common
This amulet is a silver dragon’s head encircled by a brass ring studded with ten tiny diamonds that twinkle like stars when the amulet is activated.

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

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.

Ruby of the War Mage common DDAL10-09 Recipe for Retribution Show
Notes:

Wondrous Item, common (requires attunement by a Spellcaster)
This ruby is a roughly fashioned chunk of blood-red crystal. The red color pulses gently.

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.

Clockwork Amulet common DDAL10-10 Burying the Past Show
Notes:

Wondrous item, Common
A miniature mechanical dragonborn wielding a two-handed sword encrusted with small garnets is nestled in the center of an intricate bronze sphere hanging from a translucent green chain. Pressing a button causes the mechanical warrior to go through an elaborate series of thrusts and parries within the confines of the sphere.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.