Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Clockwork Amulet | common | DDAL10-08 Volatile Thoughts | Show | |||
|
Notes:
Wondrous item, Common 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. |
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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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| 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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| Dark Shard Amulet | common | DDAL10-07 Into Darkness | Show | |||
|
Notes:
Wondrous item, common (requires attunement by a warlock) 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. |
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| Clockwork Amulet | common | DDAL10-10 Burying the Past | Show | |||
|
Notes:
Wondrous item, Common 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. |
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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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| 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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| 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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| Smoldering Armor | common | DDAL10-00 Ice Road Trackers | Show | |||
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Notes:
Armor (Any Light, Medium, or Heavy), Common |
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| Greataxe, +1 | common | DDHC-DD-02 Baker's Doesn't | Show | |||
|
Notes:
Weapon (greataxe), uncommon |
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| Horn of Silent Alarm | common | DDEP10-00 The Great Knucklehead Rally | Show | |||
|
Notes:
Wondrous item, common |
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| Ruby of the War Mage | common | DDAL10-09 Recipe for Retribution | Show | |||
|
Notes:
Wondrous Item, common (requires attunement by a Spellcaster) 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. |
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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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| 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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| Mariner's Armor (Studded Leather) | uncommon | DDEP10-00 The Great Knucklehead Rally | Show | |||
|
Notes:
Armor (light), uncommon |
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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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| 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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| 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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