Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 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.