Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Winter wolf cloak (Hell Hound Cloak)
rare
Trade Log
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Notes:
Wondrous Item, rare (requires attunement)
This dark cloak is made of cured winter wolf hide. As an action, you can command the cloak to transform you into a winter wolf for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
Wildspace Orrery
uncommon
Service Reward: Wildspace Orrery
Show
Notes:
Wondrous Item, uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.
Wayfarer’s Boots
rare
Service Reward: Wayfarer's boots
Show
Notes:
Wondrous Item, rare (requires attunement)
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
Wand of Web
uncommon
DDAL05-07 Chelimber’s Descent
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Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) 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.
Staff of the Rooted Hills
rare
Service Reward: Staff of the rooted hills
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Notes:
Staff, rare (requires attunement)
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn.
Sprite’s Rescue (Ring of Feather Falling)
rare
Service Reward: Sprite’s Rescue
Show
Notes:
Ring, rare (requires attunement)
A beautiful ring made of gilded sprite wings. When activated, translucent sprite wings sprout from your back. The ring faintly glows emerald green when a fey creature is within 30 feet of you.
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Splint +1
rare
DDAL05-04 In Dire Need
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Notes:
Armor (splint), rare
A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.
You have a +1 bonus to AC while wearing this armor.
This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.
Shortbow, +3
very_rare
Trade Log
Show
Notes:
Weapon (shortbow), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Shortbow, +2
rare
Trade Log
Show
Notes:
Weapon (shortbow), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Quiver of the Centaurs (Quiver of Ehlonna)
uncommon
Service Reward: Quiver of the Centaurs
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Notes:
Wondrous Item, uncommon
Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives you advantage on social interaction checks to improve the attitude of centaurs.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Pistol, +1
uncommon
Service Reward: Pistol, +1
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Notes:
Weapon (pistol), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Opal of the Ild Rune
rare
DDAL05-11 Forgotten Traditions
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Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half and inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in the radish.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Moon-Touched longsword
common
DDAL00-11d The Love Triangle Contract (Pipyap's Guide)
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Notes:
Weapon (longsword), common
This elven made longsword is decorated with intricate scrollwork featuring a full moon shining down upon a glade of dancing elves.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Moon Sickle, +1
uncommon
Purchase Log
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Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Mistletoe Wand (Wand of Pyrotechnics)
common
WBW-DC-TREY-01 Mistress Taken!
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Notes:
Wand, common
This wand is crafted from a smooth Mistletoe branch and has tiny intricate scenes of woodland festivities that magically activate when the wand is held. The wielder can command the wand to sprout a set of leaves & berries on the end, suitable for use in winter holiday traditions.
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.
Language minor benefit: The bearer can speak Sylvan while the wand is on their person.
Medallion of Thoughts
uncommon
DC-PoA-CONMAR-13 Finding Harthin
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Notes:
Wondrous Item, uncommon (requires attunement)
The medallion has the inscription “Thinking of You” in Damaran
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Manual of Quickness of Action
very_rare
Trade Log
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Mantle of Spell Resistance
rare
Service Reward: Mantle of Spell Resistance
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Mace of Smiting
rare
Service Reward: Mace of Smiting
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed
Lord Trey’s Leaves (Mantle of Spell Resistance)
rare
WBW-DC-TREY-01 Mistress Taken!
Show
Notes:
Wondrous Item, rare (requires attunement)
This cloak is crafted from living leaves. It’s coloration changes with the season.
You have advantage on saving throws against spells while you wear this cloak.
Guardian minor benefit: Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Winter wolf cloak (Hell Hound Cloak) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Curse. This cloak is cursed with the essence of a winter wolf, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times. The sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a winter wolf. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation. |
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Wildspace Orrery | uncommon | Service Reward: Wildspace Orrery | Show | |||
Notes:
Wondrous Item, uncommon |
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Wayfarer’s Boots | rare | Service Reward: Wayfarer's boots | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn. |
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Wand of Web | uncommon | DDAL05-07 Chelimber’s Descent | 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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Staff of the Rooted Hills | rare | Service Reward: Staff of the rooted hills | Show | |||
Notes:
Staff, rare (requires attunement) The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn. Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn. |
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Sprite’s Rescue (Ring of Feather Falling) | rare | Service Reward: Sprite’s Rescue | Show | |||
Notes:
Ring, rare (requires attunement) |
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Splint +1 | rare | DDAL05-04 In Dire Need | Show | |||
Notes:
Armor (splint), rare You have a +1 bonus to AC while wearing this armor. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. |
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Shortbow, +3 | very_rare | Trade Log | Show | |||
Notes:
Weapon (shortbow), very rare Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Shortbow, +2 | rare | Trade Log | Show | |||
Notes:
Weapon (shortbow), rare |
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Quiver of the Centaurs (Quiver of Ehlonna) | uncommon | Service Reward: Quiver of the Centaurs | Show | |||
Notes:
Wondrous Item, uncommon You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Pistol, +1 | uncommon | Service Reward: Pistol, +1 | Show | |||
Notes:
Weapon (pistol), uncommon |
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Opal of the Ild Rune | rare | DDAL05-11 Forgotten Traditions | Show | |||
Notes:
Wondrous item, rare (requires attunement)
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item which gains a benefit based on its form:
|
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Moon-Touched longsword | common | DDAL00-11d The Love Triangle Contract (Pipyap's Guide) | Show | |||
Notes:
Weapon (longsword), common |
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Moon Sickle, +1 | uncommon | Purchase Log | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Mistletoe Wand (Wand of Pyrotechnics) | common | WBW-DC-TREY-01 Mistress Taken! | 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. Language minor benefit: The bearer can speak Sylvan while the wand is on their person. |
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Medallion of Thoughts | uncommon | DC-PoA-CONMAR-13 Finding Harthin | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Manual of Quickness of Action | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Mantle of Spell Resistance | rare | Service Reward: Mantle of Spell Resistance | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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Mace of Smiting | rare | Service Reward: Mace of Smiting | Show | |||
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed |
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Lord Trey’s Leaves (Mantle of Spell Resistance) | rare | WBW-DC-TREY-01 Mistress Taken! | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Guardian minor benefit: Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated. |