Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Ring of Evasion
rare
DDEX1-3 Shadows Over the Moonsea
G
DDEX1-3 Shadows Over the Moonsea
Show
Notes:
Requires Attunement
This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its Charges to succeed on that saving throw instead.
Cloak of Protection
uncommon
A Thousand Tiny Deaths: Sik'Garruk
F
DM Reward
Show
Notes:
DM Reward (Untradeable)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
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.
Portable Hole
rare
S8
D
Season 8 starts
Show
Notes:
Portable Hole
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Battle Axe +3
very_rare
Evergreen Item
H
Season 8 starts
Show
Bracers of Defense
rare
Spawn of the Maimed Virulence
G
DDAL00-02 Lost Tales of Myth Drannor (Spawn of the Maimed Virulence)
Show
Notes:
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
Wand of Fireballs
rare
Trade
G
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Winged Boots
uncommon
F
EPIC DM Quest
Show
Gray Robe of the Archmagi
legendary
Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Robe of the Archmagi
Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spell and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.
Potion of Supreme Healing
common
DDAL00-03 Those That Came Before
Show
Notes:
You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Ring of Shooting Stars
very_rare
DDAL08-15 Forge of Fangs
Trade Log
Show
Notes:
Ring, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Belt of Giant Strength (Storm)
legendary
DDAL06-03 Crypt of the Death Giants
DDAL06-03 Crypt of the Death Giants
Show
Notes:
Wondrous Item, Legendary
Requires Attunement
While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area.
During the course of this adventure, the characters may earn access to the following downtime activity. If none of the death giants were taken from the crypt Dessa is thankful for the characters’s help and offer them the chance to enter the temple to perform the following activities at the conclusion of the adventure. If the characters took the treasure from the crypts Dessa is angry and they cannot utilize these downtime activities.
During the course of this adventure, the characters may earn access to the following downtime activity, usable only once.
Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria.
Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained.
Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Ring of Evasion | rare | DDEX1-3 Shadows Over the Moonsea | G | DDEX1-3 Shadows Over the Moonsea | Show | |
Notes:
Requires Attunement This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its Charges to succeed on that saving throw instead. |
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Cloak of Protection | uncommon | A Thousand Tiny Deaths: Sik'Garruk | F | DM Reward | Show | |
Notes:
DM Reward (Untradeable) You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Portable Hole | rare | S8 | D | Season 8 starts | Show | |
Notes:
Portable Hole Wondrous Item, rare You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Battle Axe +3 | very_rare | Evergreen Item | H | Season 8 starts | Show | |
Bracers of Defense | rare | Spawn of the Maimed Virulence | G | DDAL00-02 Lost Tales of Myth Drannor (Spawn of the Maimed Virulence) | Show | |
Notes:
Wondrous Item, rare (requires attunement) Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. |
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Wand of Fireballs | rare | Trade | G | Trade Log | Show | |
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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Winged Boots | uncommon | F | EPIC DM Quest | Show | ||
Gray Robe of the Archmagi | legendary | Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Robe of the Archmagi You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. |
||||||
Potion of Supreme Healing | common | DDAL00-03 Those That Came Before | Show | |||
Notes:
You regain 10d4+20 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
||||||
Ring of Shooting Stars | very_rare | DDAL08-15 Forge of Fangs | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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Belt of Giant Strength (Storm) | legendary | DDAL06-03 Crypt of the Death Giants | DDAL06-03 Crypt of the Death Giants | Show | ||
Notes:
Wondrous Item, Legendary Requires Attunement While wearing this belt, your Strength score changes to a score granted by the belt (29). If your Strength is already equal to or greater than the belt's score, the item has no effect on you. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. During the course of this adventure, the characters may earn access to the following downtime activity. If none of the death giants were taken from the crypt Dessa is thankful for the characters’s help and offer them the chance to enter the temple to perform the following activities at the conclusion of the adventure. If the characters took the treasure from the crypts Dessa is angry and they cannot utilize these downtime activities. During the course of this adventure, the characters may earn access to the following downtime activity, usable only once. Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation. |