Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
šŸ—¹ +1 Bloodwell Vial uncommon Purchase Log Show
☐ Bracers of Archery uncommon DDAL-DRW-EP03 When the Lights Went Out in Candlekeep Show
Notes:

These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

šŸ—µ Shiftweave common DDAL00-13 Random Encounter: Servants to Fashion Show
Notes:

When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing the clothing, you can speak its command word as a bonus action to transform your outfit into your choice of one of the other designs contained within it. Regardless of its appearance, the outfit can't be anything but clothing. Although it can duplicate the look of other magical clothing, it doesn't gain their magical properties.

šŸ—µ Illuminator's Tattoo common DDAL10-01 The Frozen North - The Cave Show
Notes:

Wondrous item (tattoo), 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.

☐ Enduring Spellbook common DC-PoA East vs West Show
Notes:

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

☐ Candle of the Deep common DC-PoA The Cave and the Rock Show
Notes:

Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

☐ Horn of Silent Alarm common DDEP10-00: The Great Knucklehead Rally Show
Notes:

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.

☐ Smoldering Armor (Leather) common DDAL10-00: Ice Road Trackers - Chilled Drinks Show
Notes:

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.

☐ Moon-Touched Sword (Greatsword) common DDAL-DRW17 Expedition to the Supreme Forge Show
Notes:

Weapon (greatsword), common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.

☐ 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. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot 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
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.

šŸ—µ Thermal Cube common Trade Log Show
Notes:

Wondrous item, common
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).

☐ Dread Helm (made from the skull of a white dragon) common DC-PoA Eyes of a Dragon Show
Notes:

Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.

☐ Smoldering Armor (Breastplate) common DC-PoA The Curse of the Golden Anahuac Show
Notes:

Armor (Breastplate), common
Wisps of harmless, odorless smoke rise from this armor while it is worn.

šŸ—µ Masquarade Tattoo common DC-PoA The Annual Good Mead Bake-Off Show
Notes:

Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

☐ Cloak of Many Fashions common DC-PoA A Dark Horse Show
Notes:

Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

šŸ—µ 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.

☐ Unbreakable Arrow common Shaktal DDAL10-00: Ice Road Trackers - Cold Welcome Show
Notes:

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.

☐ Candle of the Deep common DC-PoA-SFG01 Tomb of the Banished Thane Show
Notes:

Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

☐ Hectola“s Vicious Spear common DDAL00-13 Show
Notes:

Simple weapon, rare
This weapon is made from a polished narwale tusk and carved with symbols of slaughter and bloodshed. By wielding it publicly, you may get strange looks. It may also mark you as someone involved in the killing of one of the evil Wolf Tribe marauders.
When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage.