Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Blast Scepter very_rare Service Reward: Very Rare Show
Notes:

Rod, very rare (requires attunement)
The Blast Scepter can be used as an arcane focus.

Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.

Harmonious Minor Property. Attuning to this item takes only 1 minute.

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.

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.

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.

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.

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.

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.

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 Vessel (Slumbering) uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Wondrous Item, varies (requires attunement)
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

Slumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

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.

Goggles of Night uncommon DDAL10-01 Into the Frozen North Show
Notes:

Wondrous Item, uncommon
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.

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.

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.

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.

Lash of Immolation rare Service Reward: Rare Show
Notes:

Weapon (whip), rare
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.

You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around the target.

Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6.

Once the rune has been invoked, it can’t be invoked again until the next dawn.

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

Mariner's Armor (Studded Leather) uncommon DDEP10-00 The Great Knucklehead Rally Show
Notes:

Armor (light), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

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.

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.