Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Smoldering Armor common DDAL-10-01 Ice Road Trackers DDAL-10-00 Ice Road Trackers Show
Notes:

Armor (studded leather), 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

Unbreakable Arrow common DDAL-10-01 Ice Road Trackers DDAL-10-00 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.

Boots of False Tracks common DDAL-10-01 Ice Road Trackers DDAL-10-00 Ice Road Trackers Show
Notes:

Wondrous item, common

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.

Ersatz Eye common DDAL-10-01 Ice Road Trackers DDAL-10-00 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 artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

Sending Stones uncommon DDAL-10-02 Gnashing Teeth DDAL-10-02 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 smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell 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 don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Boots of Striding and Springing uncommon DDAL 10-03 Divining Evil DDAL 10-03 Divining Evil Show
Notes:

Wondrous item, uncommon (requires attunement)

The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. 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.

Robe of Useful Items uncommon DDAL-10-04 Cold Benevolence DDAL-10-04 Cold Benevolence 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.

The DM chooses the patches or determines them randomly.

1x Wooden ladder (24 feet long)
1x A riding horse with saddle bags
4x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
1x Rowboat (12 feet long)

Rapier +1 uncommon Level 5 Item Trade Log Show
Flame Tongue Rapier rare DDHC-TOA-10 Ruins of Hisari Trade Log Show
Notes:

Weapon (Rapier), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Feature: This sword is forged from glistening obsidian.

Mithral Plate Armor uncommon DDHC-MORD-01 Riddle of the Raven Queen Trade Log Show
Notes:

Heavy armor, minor tier, uncommon
65 lb.

AC 18

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.

Sentinel Shield uncommon CCC-BMG MOON 11-1 A Darkened City Trade Log Show
Notes:

Armor (shield), uncommon

Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Pipe of Smoke Monsters common Character Creation Season 9 Trade Log Show
Notes:

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Chime of Opening rare DDAL 10-06 The Fallen Star DDAL 10-06 The Fallen Star Show
Notes:

Wondrous item, rare

This squat, black rod has a matte finish and a couple of flat switches and dials at one end.

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time it cracks and becomes useless.

(9 Charges left)

Prosthetic Limb common DDAL 10-06 The Fallen Star DDAL 10-06 The Fallen Star Show
Notes:

Wondrous item, common

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 a 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.

Dark Shard Amulet common DDAL 10-07 - Into Darkness DDAL 10-07 - Into Darkness Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells.
• You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.