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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Blast Scepter | very_rare | Service Reward: Very Rare | Show | |||
|
Notes:
Rod, very rare (requires attunement) 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. |
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| Lash of Immolation | rare | Service Reward: Rare | Show | |||
|
Notes:
Weapon (whip), rare 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. |
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| Chardalyn Breastplate (Armor of Necrotic Resistance) | rare | DDAL10-05 A Blight in the Darkness | Show | |||
|
Notes:
Armor (breastplate), rare (requires attunement) You have resistance to necrotic damage while you wear this armor. |
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| Tentacle Rod | rare | Service Reward: Rare | Show | |||
|
Notes:
Rod, rare (requires attunement) |
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| Wand of Fireballs | rare | Service Reward: Rare | Show | |||
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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. |
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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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| 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 | |||
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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 | |||
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Notes:
Wand, Uncommon |
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| Whip, +1 | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
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Notes:
Weapon (whip), uncommon |
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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. |
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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 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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| Chardalyn Earring (Headband of Intellect) | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. |
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| Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) 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. |
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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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