Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Amulet of Devout +2
rare
DDAL-DRW-11 - Shadows in the Stacks
DDAL-DRW-11 - Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Mantle of Spell Resistance
rare
DDAL-DRW-11 - Shadows in the Stacks
DDAL-DRW-11 - Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Bracers of Defense
rare
Trade Log
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Serpent’s Fang
rare
DDHC-CM07 - Book of Cylinders
DDHC-CM07 - Book of Cylinders
Show
Notes:
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Lantern Of Revealing
uncommon
DDHC-CM07 - Book of Cylinders
DDHC-CM07 - Book of Cylinders
Show
Notes:
Wondrous Item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Chime Of Opening
rare
DDHC-CM07 - Book of Cylinders
DDHC-CM07 - Book of Cylinders
Show
Notes:
Wondrous Item, rare
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.
Serpent Scale Armor
uncommon
DDHC-CM07 - Book of Cylinders
DDHC-CM07 - Book of Cylinders
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Chime of Opening
rare
DDHC-CM-08 - Sarah of Yellowcrest Manor
DDHC-CM-08 - Sarah of Yellowcrest Manor - Parte 2
Show
Notes:
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.
Robe of Scintillating Colors
very_rare
DDHC-CM-08 - Sarah of Yellowcrest Manor
DDHC-CM-08 - Sarah of Yellowcrest Manor - Parte 2
Show
Notes:
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Golden Lions Figurine of wondrous power
rare
PO-BK-02-04 - Out of the Shaar
PO-BK-02-04 - Out of the Shaar
Show
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes 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.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine 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.
The first one is carved with the name Shaq'ar and the other Kretnor, they look like miniatures of Namlar and Lalenion, respectively.
Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.
Arrow +2
uncommon
PO-BK-02-04 - Out of the Shaar
PO-BK-02-04 - Out of the Shaar
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Potion of Hill Giant Strength
uncommon
DDHC-CM-09 - LORE OF LURUE
DDHC-CM-09 - LORE OF LURUE - Sessão 1
Show
Notes:
Potion, uncommon
When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.
Ring of Shooting Stars
very_rare
DDHC-CM-09 - LORE OF LURUE
DDHC-CM-09 - LORE OF LURUE - Sessão 3
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.
Ring of Telekinesis
very_rare
DDHC-CM-10 - Kandlekeep Dekonstruktion
DDHC-CM-10 - Kandlekeep Dekonstruktion - Sessão 3
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Potion of Healing
common
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 1
Show
Notes:
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Alchemy Jug (Orange)
uncommon
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2
Show
Notes:
Wondrous Item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil quart
Soy Sauce 1 gallon
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
NOTE: produce 1 gallon of soy sauce, in addition to their other properties (neither produces acid or poison)
Iron Bands of Bilarro
rare
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2
Show
Notes:
Wondrous Item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Potion of Healing (Greater)
common
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Boots of the Winterlands
uncommon
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Censer of Controlling Air Elementals
rare
DDHC-CM-11 - Zikran’s Zephyrean Tome
DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2
Show
Notes:
Wondrous Item, rare
While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Amulet of Devout +2 | rare | DDAL-DRW-11 - Shadows in the Stacks | DDAL-DRW-11 - Shadows in the Stacks | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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| Mantle of Spell Resistance | rare | DDAL-DRW-11 - Shadows in the Stacks | DDAL-DRW-11 - Shadows in the Stacks | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. |
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| Bracers of Defense | rare | Trade Log | Show | |||
|
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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| Serpent’s Fang | rare | DDHC-CM07 - Book of Cylinders | DDHC-CM07 - Book of Cylinders | Show | ||
|
Notes:
Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| Lantern Of Revealing | uncommon | DDHC-CM07 - Book of Cylinders | DDHC-CM07 - Book of Cylinders | Show | ||
|
Notes:
Wondrous Item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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| Chime Of Opening | rare | DDHC-CM07 - Book of Cylinders | DDHC-CM07 - Book of Cylinders | Show | ||
|
Notes:
Wondrous Item, rare 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. |
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| Serpent Scale Armor | uncommon | DDHC-CM07 - Book of Cylinders | DDHC-CM07 - Book of Cylinders | Show | ||
|
Notes:
Armor (scale mail), uncommon This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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| Chime of Opening | rare | DDHC-CM-08 - Sarah of Yellowcrest Manor | DDHC-CM-08 - Sarah of Yellowcrest Manor - Parte 2 | Show | ||
|
Notes:
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. |
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| Robe of Scintillating Colors | very_rare | DDHC-CM-08 - Sarah of Yellowcrest Manor | DDHC-CM-08 - Sarah of Yellowcrest Manor - Parte 2 | Show | ||
|
Notes:
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. |
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| Golden Lions Figurine of wondrous power | rare | PO-BK-02-04 - Out of the Shaar | PO-BK-02-04 - Out of the Shaar | Show | ||
|
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes 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. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine 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. The first one is carved with the name Shaq'ar and the other Kretnor, they look like miniatures of Namlar and Lalenion, respectively. Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. |
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| Arrow +2 | uncommon | PO-BK-02-04 - Out of the Shaar | PO-BK-02-04 - Out of the Shaar | Show | ||
|
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. |
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| Potion of Hill Giant Strength | uncommon | DDHC-CM-09 - LORE OF LURUE | DDHC-CM-09 - LORE OF LURUE - Sessão 1 | Show | ||
|
Notes:
Potion, uncommon This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant. |
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| Ring of Shooting Stars | very_rare | DDHC-CM-09 - LORE OF LURUE | DDHC-CM-09 - LORE OF LURUE - Sessão 3 | 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 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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| Ring of Telekinesis | very_rare | DDHC-CM-10 - Kandlekeep Dekonstruktion | DDHC-CM-10 - Kandlekeep Dekonstruktion - Sessão 3 | Show | ||
|
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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| Potion of Healing | common | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 1 | Show | ||
|
Notes:
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. |
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| Alchemy Jug (Orange) | uncommon | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2 | Show | ||
|
Notes:
Wondrous Item, uncommon You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount NOTE: produce 1 gallon of soy sauce, in addition to their other properties (neither produces acid or poison) |
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| Iron Bands of Bilarro | rare | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2 | Show | ||
|
Notes:
Wondrous Item, rare Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. |
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| Potion of Healing (Greater) | common | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2 | Show | ||
|
Notes:
Potion, uncommon |
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| Boots of the Winterlands | uncommon | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. |
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| Censer of Controlling Air Elementals | rare | DDHC-CM-11 - Zikran’s Zephyrean Tome | DDHC-CM-11 - Zikran’s Zephyrean Tome - Sessão 2 | Show | ||
|
Notes:
Wondrous Item, rare While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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