Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Cloak of Protection
uncommon
DDAL00-02A - The Darkwood Webs
DDAL00-02A - The Darkwood Webs
Show
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
Shield +1
uncommon
Catching up
Purchase Log
Show
Notes:
Adicionado +1 level e mais um item incomum usando a regra de renome ao alcançar o Rank 1
Potion of Healing
uncommon
Purchase Log
Show
Notes:
3 poções de cura compradas no último downtime em Hilsfar
Rod of Absorption
rare
DDAL 0-02E / Forgotten Foes
DDAL 0-02E / Forgotten Foes
Show
Notes:
While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
TOME OF THE STILLED TONGUE
legendary
DDAL 00-02F - Definition of Heroism
DDAL 00-02F - Definition of Heroism
Show
Notes:
QUARYL’S CODEX (TOME OF THE STILLED TONGUE)
Wondrous Item, legendary (requires attunement by a wizard)
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
Helm of Brilliance
very_rare
Aventures League Server
DDAL-DRW-03 / Saving Silverbeard - Parte 2
Show
Notes:
Requires Attunement
This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Death's Head Mace (Mace of Disruption)
rare
Trade Log
Show
Notes:
Death's Head Mace (Mace of Disruption)
Weapon (mace), rare (requires attunement)
CCC-GHCBK1-02 The Tithes That Bind
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Wand of the War Mage +3
very_rare
Trade Log
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Chardalyn Breastplate
rare
Trade Log
Show
Notes:
Armor (breastplate), rare (requires attunement)
You have resistance to necrotic damage while you wear this armor.
Oath Bow
very_rare
DDAL-DRW-08 - THE HARROWING OF HELL
DDAL-DRW-08 - THE HARROWING OF HELL - Parte 1
Show
Notes:
Requires Attunement
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot.
Scarab of protection
legendary
DDAL-DRW-08 - THE HARROWING OF HELL
DDAL-DRW-08 - THE HARROWING OF HELL - Parte 2
Show
Notes:
Wondrous item, legendary (requires attunement)
If you hold this medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This particular medallion is made of coral and shaped like a crab. It hangs on a kelp necklace.
Ascendant Gem Dragon-Touched Focus
legendary
DDAL-DRW-19 - Fall the Cold Night
DDAL-DRW-19 - Fall the Cold Night
Show
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. While carrying it, you gain the following benefits:
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn.
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power.
Sapphire Buckler
legendary
DDAL-DRW-19 - Fall the Cold Night
DDAL-DRW-19 - Fall the Cold Night
Show
Notes:
Armor (shield), very rare (requires attunement)
This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Ioun Stone of Mastery
legendary
Trade Log
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Blood Fury Tatoo
legendary
DDAL-DRW-20 - The Death of Szaass Tam
DDAL-DRW-20 - The Death of Szaass Tam
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
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.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Kyrzin's Ooze
very_rare
DDAL-DRW-20 - The Death of Szaass Tam
DDAL-DRW-20 - The Death of Szaass Tam
Show
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition.
Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm.
Rod of the Pact Keeper +3
very_rare
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
Trade Log
Show
Notes:
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property
again until you finish a long rest.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Cloak of Protection | uncommon | DDAL00-02A - The Darkwood Webs | DDAL00-02A - The Darkwood Webs | Show | ||
|
Notes:
You gain a +1 bonus to AC and Saving Throws while you wear this cloak. |
||||||
| Shield +1 | uncommon | Catching up | Purchase Log | Show | ||
|
Notes:
Adicionado +1 level e mais um item incomum usando a regra de renome ao alcançar o Rank 1 |
||||||
| Potion of Healing | uncommon | Purchase Log | Show | |||
|
Notes:
3 poções de cura compradas no último downtime em Hilsfar |
||||||
| Rod of Absorption | rare | DDAL 0-02E / Forgotten Foes | DDAL 0-02E / Forgotten Foes | Show | ||
|
Notes:
While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
||||||
| TOME OF THE STILLED TONGUE | legendary | DDAL 00-02F - Definition of Heroism | DDAL 00-02F - Definition of Heroism | Show | ||
|
Notes:
QUARYL’S CODEX (TOME OF THE STILLED TONGUE) |
||||||
| Helm of Brilliance | very_rare | Aventures League Server | DDAL-DRW-03 / Saving Silverbeard - Parte 2 | Show | ||
|
Notes:
Requires Attunement This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan. You gain the following benefits while wearing it: • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. • As long as the helm has at least one ruby, you have resistance to fire damage. • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. |
||||||
| Death's Head Mace (Mace of Disruption) | rare | Trade Log | Show | |||
|
Notes:
Death's Head Mace (Mace of Disruption) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. |
||||||
| Wand of the War Mage +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
||||||
| Chardalyn Breastplate | rare | Trade Log | Show | |||
|
Notes:
Armor (breastplate), rare (requires attunement) You have resistance to necrotic damage while you wear this armor. |
||||||
| Oath Bow | very_rare | DDAL-DRW-08 - THE HARROWING OF HELL | DDAL-DRW-08 - THE HARROWING OF HELL - Parte 1 | Show | ||
|
Notes:
Requires Attunement When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot. |
||||||
| Scarab of protection | legendary | DDAL-DRW-08 - THE HARROWING OF HELL | DDAL-DRW-08 - THE HARROWING OF HELL - Parte 2 | Show | ||
|
Notes:
Wondrous item, legendary (requires attunement) If you hold this medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: • You have advantage on saving throws against spells. This particular medallion is made of coral and shaped like a crab. It hangs on a kelp necklace. |
||||||
| Ascendant Gem Dragon-Touched Focus | legendary | DDAL-DRW-19 - Fall the Cold Night | DDAL-DRW-19 - Fall the Cold Night | Show | ||
|
Notes:
Wondrous Item, Legendary (Requires Attunement by a Spellcaster) This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales. While carrying it, you gain the following benefits: You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding the focus, you can use it to cast the following spells: Rary’s telepathic bond, Raulothim’s psychic lance. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn. Due to the strange magic that trapped Amaranthraxine’s spirit in the walls of Xorvintroth, this hoard item can’t increase or decrease in power. |
||||||
| Sapphire Buckler | legendary | DDAL-DRW-19 - Fall the Cold Night | DDAL-DRW-19 - Fall the Cold Night | Show | ||
|
Notes:
Armor (shield), very rare (requires attunement) This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
||||||
| Ioun Stone of Mastery | legendary | Trade Log | Show | |||
|
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Mastery. Your proficiency bonus increases by 1 while this pale green prism orbits your head. |
||||||
| Blood Fury Tatoo | legendary | DDAL-DRW-20 - The Death of Szaass Tam | DDAL-DRW-20 - The Death of Szaass Tam | Show | ||
|
Notes:
Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. 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. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. |
||||||
| Kyrzin's Ooze | very_rare | DDAL-DRW-20 - The Death of Szaass Tam | DDAL-DRW-20 - The Death of Szaass Tam | Show | ||
|
Notes:
Wondrous Item (Symbiont), Very Rare (Requires Attunement) This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties. Resistant. While attuned to Kyrzin’s ooze, you have resistance to acid and poison damage, and you’re immune to the poisoned condition. Amorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an Ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn. Acid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn. Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you. If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding (see the Monster Manual) allied with the Far Realm. |
||||||
| Rod of the Pact Keeper +3 | very_rare | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | Trade Log | Show | ||
|
Notes:
Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival. |
||||||
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result ▲
Source
STONE OF GOOD LUCK
uncommon
1
DDAL - 00-02B / The Weiding Vats
DDAL - 00-02B / The Weiding Vats
Show
Notes:
Wondrous Item, uncommon (requires attunement) While this stone is on your person, you gain bonus to ability checks and saving throws.
This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide.
Bracers of Defense
uncommon
2
DDAL 00-01C - SPAWN OF THE MAIMED VIRULENCE
DDAL 00-01C - SPAWN OF THE MAIMED VIRULENCE
Show
Potion of Hill Giant Strength
uncommon
2
Candlekeep Mysteries - The Price of Beauty
Candlekeep Mysteries - The Price of Beauty
Show
Bitter Wrath (Frostbrand Rapier)
very_rare
3
DDAL07-09- Unusual Opposition
DDAL07-09- Unusual Opposition
Show
Notes:
Weapon (rapier), very rare (requires attunement)
When you hit with an attack using this magic sword,the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. This item can be found in the Dungeon Master’s Guide.
Krahharuan Fork +3
rare
3
DDAL07-10 - Fire, Ash and Ruin
DDAL07-10 - Fire, Ash and Ruin - Parte 1
Show
Notes:
You have a +3 bonus to attack and damage rolls made with this weapon.
Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide.
Shield of the Uven Rune
very_rare
3
Adventures League Server
DDAL-DRW - Foreign Affairs - Parte 2
Show
Notes:
Wondrous item, very rare (requires attunement)
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC20 Intelligence (History) check recognizes it as an uven(“en emy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to cold damage.
Deadly Rebuke. Immediately after a creature hits you a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
Necklace of Fireballs
rare
3
Adventures League Server
DDAL-DRW - Foreign Affairs - Parte 2
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
| Name | Rarity | Tier | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|---|
| STONE OF GOOD LUCK | uncommon | 1 | DDAL - 00-02B / The Weiding Vats | DDAL - 00-02B / The Weiding Vats | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While this stone is on your person, you gain bonus to ability checks and saving throws. |
|||||||
| Bracers of Defense | uncommon | 2 | DDAL 00-01C - SPAWN OF THE MAIMED VIRULENCE | DDAL 00-01C - SPAWN OF THE MAIMED VIRULENCE | Show | ||
| Potion of Hill Giant Strength | uncommon | 2 | Candlekeep Mysteries - The Price of Beauty | Candlekeep Mysteries - The Price of Beauty | Show | ||
| Bitter Wrath (Frostbrand Rapier) | very_rare | 3 | DDAL07-09- Unusual Opposition | DDAL07-09- Unusual Opposition | Show | ||
|
Notes:
Weapon (rapier), very rare (requires attunement) When you hit with an attack using this magic sword,the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. This item can be found in the Dungeon Master’s Guide. |
|||||||
| Krahharuan Fork +3 | rare | 3 | DDAL07-10 - Fire, Ash and Ruin | DDAL07-10 - Fire, Ash and Ruin - Parte 1 | Show | ||
|
Notes:
You have a +3 bonus to attack and damage rolls made with this weapon. Forged of black, pitted iron, the haft of this double-tined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. This item can be found in the Dungeon Master’s Guide. |
|||||||
| Shield of the Uven Rune | very_rare | 3 | Adventures League Server | DDAL-DRW - Foreign Affairs - Parte 2 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC20 Intelligence (History) check recognizes it as an uven(“en emy” in Giant) rune that confers great power. While holding the shield, you benefit from the following properties. Winter’s Friend. You are immune to cold damage. Deadly Rebuke. Immediately after a creature hits you a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature. Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest. Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead. |
|||||||
| Necklace of Fireballs | rare | 3 | Adventures League Server | DDAL-DRW - Foreign Affairs - Parte 2 | Show | ||
|
Notes:
Wondrous item, rare This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
|||||||