Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Stone of Good Luck
uncommon
TYP Ch.4 White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
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Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Moon Sickle, +1
uncommon
DDAL-DRW-10 Unsafe Harborage
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a 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.
Winged Boots
uncommon
DDEX02-10 Cloaks and Shadows
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Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Cloak of Protection
uncommon
DDAL06-01 A Thousand Tiny Deaths
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Notes:
Wondrous Item, uncommon (requires attunement)
Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you’ll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer’s chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Insignia Of Claws
uncommon
Service Reward: Tier 1 Adventure Reward
Show
Notes:
Wondrous, Uncommon
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Cloak of Elvenkind
uncommon
CCC-GARY-07 The Mirror Cities of Gulthias
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Sword of Vengeance
uncommon
CCC-GARY-08 That Which Lies Buried
Show
Notes:
Weapon (Longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Cinderella's Wedding Ring (Ruby of the War Mage)
common
WBW-DC-CONMAR-15 Salvaging the Story
Show
Notes:
Wondrous Item, common (requires attunement by a spellcaster)
This ruby is colorless and has the appearance of a diamond. It is attached to a ring with the inscription "Happily Ever After".
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 an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Mariner's Studded Leather
common
DDAL-DRW-09 Vile Bounty
Show
Notes:
Armor (studded leather), uncommon
Made from tough but flexible shark leather, this armor is reinforced with close-set coral spikes.
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.
Stonky's Ring (Ring of Telekinesis )
common
DDHC-CM-10 Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Heward's Handy Spice Pouch
common
CCC-MALTH-003 Fire's Demise
Show
Notes:
Wondrous Item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Stone of Good Luck | uncommon | TYP Ch.4 White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
Notes:
Armor (shield), uncommon |
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Moon Sickle, +1 | uncommon | DDAL-DRW-10 Unsafe Harborage | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) |
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Winged Boots | uncommon | DDEX02-10 Cloaks and Shadows | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Cloak of Protection | uncommon | DDAL06-01 A Thousand Tiny Deaths | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Insignia Of Claws | uncommon | Service Reward: Tier 1 Adventure Reward | Show | |||
Notes:
Wondrous, Uncommon |
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Cloak of Elvenkind | uncommon | CCC-GARY-07 The Mirror Cities of Gulthias | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Sword of Vengeance | uncommon | CCC-GARY-08 That Which Lies Buried | Show | |||
Notes:
Weapon (Longsword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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Cinderella's Wedding Ring (Ruby of the War Mage) | common | WBW-DC-CONMAR-15 Salvaging the Story | Show | |||
Notes:
Wondrous Item, common (requires attunement by a spellcaster) |
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Mariner's Studded Leather | common | DDAL-DRW-09 Vile Bounty | Show | |||
Notes:
Armor (studded leather), uncommon |
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Stonky's Ring (Ring of Telekinesis ) | common | DDHC-CM-10 Kandlekeep Dekonstruktion | Show | |||
Notes:
Ring, very rare (requires attunement) |
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Heward's Handy Spice Pouch | common | CCC-MALTH-003 Fire's Demise | Show | |||
Notes:
Wondrous Item, common |