Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Illuminator’s Tattoo | common | DDAL10-01 Into the Frozen North | Show | |||
Notes:
Wondrous Item (tatoo), common (requires attunement) 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. |
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Ersatz Eye | common | DDAL10-00 Ice Road Trackers | Show | |||
Notes:
Wondrous Item, common (requires attunement) 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. |
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Greataxe, +1 | common | DDHC-DD-02 Baker's Doesn't | Show | |||
Notes:
Weapon (greataxe), uncommon |
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Smoldering Armor | common | DDAL10-00 Ice Road Trackers | Show | |||
Notes:
Armor (Any Light, Medium, or Heavy), Common |
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Horn of Silent Alarm | common | DDEP10-00 The Great Knucklehead Rally | Show | |||
Notes:
Wondrous item, common |
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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. |
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Boots of False Tracks | common | DDAL10-00 Ice Road Trackers | Show | |||
Notes:
Wondrous Item, Common (Requires Attunement) |
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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. |
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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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Mariner's Armor (Studded Leather) | uncommon | DDEP10-00 The Great Knucklehead Rally | Show | |||
Notes:
Armor (light), uncommon |
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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. |
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Goggles of Night | uncommon | DDAL10-01 Into the Frozen North | Show | |||
Notes:
Wondrous Item, uncommon 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. |
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Dragon Vessel (Slumbering) | uncommon | DDHC-DD-02 Baker's Doesn't | Show | |||
Notes:
Wondrous Item, varies (requires attunement) 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. |
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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. |
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Wand of Secrets | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
Notes:
Wand, Uncommon |
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Whip, +1 | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
Notes:
Weapon (whip), uncommon |
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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 the Winterlands | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) 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. |
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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. |