Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Moon-Touched Long Sword common DDAL-DRW-21- Something in the way DDAL-DRW-21- Something in the way Show
Spell Scroll 3nd (Haste) uncommon DDAL-DRW-21- Something in the way DDAL-DRW-21- Something in the way Show
Potion of Greater Healing uncommon DDAL-DRW-21- Something in the way DDAL-DRW-21- Something in the way Show
Bracers of Defense common DDAL-DRW-21- Something in the way DDAL-DRW-21- Something in the way Show
BATTERING SHIELD common DDAL-DRW-22 - Something Wicked DDAL-DRW-22 - Something Wicked Show
Notes:

Armor (Shield), Rare (Requires Attunement)
While holding this tower shield, you gain a +1 bonus to AC.

This bonus is in addition to the shield’s normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

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. This item is found in the Explorer’s Guild to Wildemount.

The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.

Longbow of the Healing Hearth legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C Show
Notes:

Weapon (longbow), legendary (requires attunement)

This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.

You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target.

The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.

Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1).

If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.

Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).

Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Harp of Gilded Plenty legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C Show
Notes:

Wondrous Item, legendary (requires attunement)

This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself.

Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you.

Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10.

Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes’ feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed.

Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn.

Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet.

The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.

The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.

Rod of Absorption very_rare DDAL00-02E - Forgotten Foes Trade Log Show
Notes:

Rod, very rare (requires attunement)

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.

Cloak of Many Fashions common DDAL-DRW-22 - Something Wicked DDAL-DRW-22 - Something Wicked 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.

Spell Scroll 2nd Level (See Invisibility) uncommon DDAL-DRW-22 - Something Wicked DDAL-DRW-22 - Something Wicked Show
Longbow +3 very_rare BMG-DRWEP-OD-02 - The Burning of Aglarond D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

The wood of this Longbow shimmers with a blue energy and looks tainted, almost rotten.

Studded Leather Armor +2 very_rare DDHC-TOA-7 Ruins of Mezro D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. This armor is infused with the raw spiritual matter of the Astral Sea, making it light and strong. The studded leather helps its bearer feel self-assured.

Prehistoric Figurine of Wondrous Power (Pyrite Plesiosaurus) uncommon Service Awards 12-C D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C Show
Notes:

Wondrous Item, uncommon

Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.

As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed.

While you are riding the plesiosaurus, you can use it to cast water breathing at will.

Rapier (Weapon of Warning) uncommon D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C Show
Notes:

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Helm of Comprehend Languages uncommon Trading Post - Se Liga nas Férias Trade Log Show
Notes:

Wondrous Item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Potion of Necrotic Resistance uncommon DDAL-DRW-INT02-Watchers of the Trollclaws DDAL-DRW-INT02-Watchers of the Trollclaws Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to necrotic damage for 1 hour.

Sentinel Shield uncommon DDAL-DRW-INT02-Watchers of the Trollclaws DDAL-DRW-INT02-Watchers of the Trollclaws Show
Notes:

Armor (shield), uncommon

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

Scroll of Revivify uncommon DDAL-DRW-INT 04 - Tales of Fang and Claw DDAL-DRW-INT 04 - Tales of Fang and Claw Show
Notes:

Scroll, uncommon

Save DC 15, Attack Bonus +7

A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

A Wizard spell on a Spell Scroll can be copied just as Spells in spellbooks can be copied. When a spell is copied from a Spell Scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Potion of Healing common DDAL-DRW-INT 04 - Tales of Fang and Claw DDAL-DRW-INT 04 - Tales of Fang and Claw Show
Notes:

When you drink this potion, you regain 2d4 + 2 hit points.

Bag of Holding uncommon DDAL-DRW-INT01 - Big problems DDAL-DRW-INT01 - Big problems Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Unlocked Magic Items