Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ 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.
☐ Boots of False Tracks
common
Dead Body
DDAL10-00: Ice Road Trackers - Unsure Footing
Show
Notes:
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
🗹 Boots of the Winterlands
uncommon
Trade Log
Show
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
🗵 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.
☐ 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.
☐ Moon-Touched Shortsword
common
DC-POA Do You Know the Way to Lonely Wood?
Show
Notes:
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.
☐ 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.
☐ 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.
🗵 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.
☐ 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.
☐ 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.
🗵 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).
☐ 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.
☐ 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.
☐ 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.
☐ 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.
🗵 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.
☐ Robe of Useful Items
uncommon
DDAL10-04 Cold Benevolance
Show
Notes:
Wondrous item, uncommon
This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has seven other patches:
• Spell Scroll containing Haste spell
• Spell Scroll containing Alter Self spell
• 4 potions of healing
• PIT (A cube 10 feet on a side), which you can place on the ground within 10 feet of you
• 2x A riding horse with saddlebags
• A rowboat (12 feet long)
☐ Prosthetic Limb
common
DDAL10-06 The Fallen Star
Show
Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
☐ 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.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ 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. |
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☐ Boots of False Tracks | common | Dead Body | DDAL10-00: Ice Road Trackers - Unsure Footing | Show | ||
Notes:
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. |
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🗹 Boots of the Winterlands | uncommon | Trade Log | Show | |||
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: |
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🗵 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. Magical Scribing. |
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☐ Dread Helm (made from the skull of a white dragon) | common | DC-PoA Eyes of a Dragon | Show | |||
Notes:
Wondrous item, common |
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☐ Moon-Touched Shortsword | common | DC-POA Do You Know the Way to Lonely Wood? | Show | |||
Notes:
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. |
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☐ Cloak of Many Fashions | common | DC-PoA A Dark Horse | Show | |||
Notes:
Wondrous item, common |
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☐ Candle of the Deep | common | DC-PoA The Cave and the Rock | Show | |||
Notes:
Wondrous item, common |
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🗵 Masquarade Tattoo | common | DC-PoA The Annual Good Mead Bake-Off | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) |
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☐ Smoldering Armor (Breastplate) | common | DC-PoA The Curse of the Golden Anahuac | Show | |||
Notes:
Armor (Breastplate), common |
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☐ Candle of the Deep | common | DC-PoA-SFG01 Tomb of the Banished Thane | Show | |||
Notes:
Wondrous item, common |
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🗵 Thermal Cube | common | Trade Log | Show | |||
Notes:
Wondrous item, common |
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☐ Charlatan's Die | common | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
Wondrous item, common |
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☐ Pole of Angling | common | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
|
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☐ 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. |
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☐ 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. |
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🗵 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. |
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☐ Robe of Useful Items | uncommon | DDAL10-04 Cold Benevolance | Show | |||
Notes:
Wondrous item, uncommon |
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☐ Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
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☐ 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. |