Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Lamannian Flint Shard common DDAL-EB-08 Parliament of Gears Show
Notes:

If the flint is on your person when you take lightning or thunder damage, you can use your reaction to gain resistance to the triggering damage type until the end of the turn and also gain 10 temporary hit points. If you do, the flint shatters and becomes useless.

Orb of Shielding (Lamannian Flint) common DDAL-EB-08 Parliament of Gears Show
Notes:

Wondrous item, Common (requires attunement)

An orb of shielding is a polished, spherical chunk of Crystal or stone aligned to one of The Planes of Existence. If you’re a spellcaster, you can use this orb as a Spellcasting focus.

If you’re holding the orb when you take damage of the type associated with the orb’s material, you can use your Reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated Damage Types are listed in the Orb of Shielding table.

Map of Cyre common DDAL-EB-08 Parliament of Gears Show
Notes:

This map grants you advantage on all Wisdom (Survival) checks made to navigate the Mournland.

Belt of Dwarvenkind rare DDAL-EB-10 Judgment of Iron Show
Notes:

Requires Attunement

While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

Stone of Good Luck (Luckstone) uncommon DDAL-EBEP-02 Rolling Thunder 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.

Crystal Skull legendary DDAL-EB-11 My Undying Heart Show
Notes:

Wondrous item, legendary (requires attunement)

This human-sized skull is carved from clear quartz crystal and inscribed with necromantic sigils. The Crystal Skull is tied to the forces of life and death. It has the following properties:

• While holding the Skull, you can cast the raise dead spell from it without requiring material components. You take damage equal to a quarter of your maximum hit points and your hit point maximum is reduced by the same amount. This damage can’t be reduced by any means and ignores temporary hit points. If the damage reduces you to 0 hit points, you are disintegrated. The hit point reduction lasts until you finish a long rest and can’t be restored by any other method. Once this property is used, it can’t be used again for 1 week.

• Spells you cast to summon, create, or command undead are cast as if they used a spell slot two levels higher than the slot expended.

Ring of Regeneration very_rare DDAL-EB-12 The Waiting Game Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Evasion rare DDAL-EB-13 Stonefire Show
Notes:

Ring, rare (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.

Nolzur's Marvelous Pigments very_rare EB-18 Scales of War Show
Notes:

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional Objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate Objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of Objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a Diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Winged Boots uncommon EB-19 Back to the Mud Show
Notes:

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.

Cape of the Mounteback rare DDAL-EB-EP04 The Last War Show
Notes:

Wondrous item, rare

This cape smells faintly of Brimstone. While wearing it, you can use it to cast the Dimension Door spell as an Action. This property of the cape can’t be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.