Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Dragon wing bow
rare
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
DDAL00-02E - Forgotten Foes
Show
Notes:
Weapon (any bow), rare (requires attunement)
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Applicable Weapons:
Crossbow, light Simple Ranged 1d8 piercing Ammunition, (range 80/320), loading, two-handed
Shortbow Simple Ranged 1d6 piercing Ammunition, (range 80/320), two-handed
Crossbow, hand Martial Ranged 1d6 piercing Ammunition, (range 30/120), light, loading
Crossbow, heavy Martial Ranged 1d10 piercing Ammunition, (range 100/400), heavy, loading, two-handed
Longbow Martial Ranged 1d8 piercing Ammunition, (range 150/600), heavy, two-handed
Gem of Seeing
rare
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
DDAL00-02E - Forgotten Foes
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Staff of the Magi
legendary
DDAL07-17 - Cauldron of Sapphire
DDHC-CM-04 - A Deep and Creeping Darkness
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion.
If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff.
Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it is from the point of origin, as shown in the following
table. On a successful save, a creature takes half as much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.
Knave's Eyes Patch
rare
DDAL-DRW-EP-04- Tears Amoing the Stars
DDAL-DRW-EP-04- Tears Amoing the Stars
Show
Notes:
Wondrous Item , Rare (Requires Attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Potion of Giant Size
legendary
DDAL-DRW-EP-04- Tears Amoing the Stars
DDAL-DRW-EP-04- Tears Amoing the Stars
Show
Notes:
Potion, Legendary
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you’re carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
Robe of the Archmagi
legendary
Trade in AL
Trade Log
Show
Notes:
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 spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Tome of clear thought
very_rare
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
DDHC-CM-03 - The Book of Raven
Show
Notes:
Wondrous Item, very rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wand of Conducting
common
PO-MOON-01 - Forgotten Fades of the Familiar
PO-MOON-01 - Forgotten Fades of the Familiar
Show
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Robe of Useful Items
uncommon
PO-MOON-01 - Forgotten Fades of the Familiar
PO-MOON-01 - Forgotten Fades of the Familiar
Show
Notes:
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has 4d4 (10 rolled) other patches.
Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
Bag of 100 gp
10 gems worth 100 gp each
A Riding Horse with saddle bags
Bag of 100 gp
Bag of 100 gp
2 mastiffs
A Riding Horse with saddle bags
Spell Scroll containing one spell of 1st to 3rd Level
10 gems worth 100 gp each
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Dragon wing bow | rare | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | DDAL00-02E - Forgotten Foes | Show | ||
|
Notes:
Weapon (any bow), rare (requires attunement) The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. Applicable Weapons: Crossbow, light Simple Ranged 1d8 piercing Ammunition, (range 80/320), loading, two-handed |
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| Gem of Seeing | rare | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | DDAL00-02E - Forgotten Foes | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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| Staff of the Magi | legendary | DDAL07-17 - Cauldron of Sapphire | DDHC-CM-04 - A Deep and Creeping Darkness | Show | ||
|
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature Distance Damage Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide. |
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| Knave's Eyes Patch | rare | DDAL-DRW-EP-04- Tears Amoing the Stars | DDAL-DRW-EP-04- Tears Amoing the Stars | Show | ||
|
Notes:
Wondrous Item , Rare (Requires Attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. |
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| Potion of Giant Size | legendary | DDAL-DRW-EP-04- Tears Amoing the Stars | DDAL-DRW-EP-04- Tears Amoing the Stars | Show | ||
|
Notes:
Potion, Legendary When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. Everything you’re carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. |
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| Robe of the Archmagi | legendary | Trade in AL | Trade Log | Show | ||
|
Notes:
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. |
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| Tome of clear thought | very_rare | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | DDHC-CM-03 - The Book of Raven | Show | ||
|
Notes:
Wondrous Item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Wand of Conducting | common | PO-MOON-01 - Forgotten Fades of the Familiar | PO-MOON-01 - Forgotten Fades of the Familiar | Show | ||
|
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. |
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| Robe of Useful Items | uncommon | PO-MOON-01 - Forgotten Fades of the Familiar | PO-MOON-01 - Forgotten Fades of the Familiar | Show | ||
|
Notes:
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: • Dagger • Bullseye lantern (filled and lit) • Steel mirror • 10-foot pole • Hempen rope (50 feet, coiled) • Sack In addition, the robe has 4d4 (10 rolled) other patches. Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
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Unlocked Magic Items
Name
Rarity
Tier ▼
Location
Table
Result
Source
Amulet of Health
rare
2
DDAL-DRW-09 - VILE BOUNTY
DDAL-DRW-09 - VILE BOUNTY
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher without it.
Mariner’s Armor
uncommon
2
DDAL-DRW-09 - VILE BOUNTY
DDAL-DRW-09 - VILE BOUNTY
Show
Notes:
Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Ammunition, +1
uncommon
2
DDAL-DRW-09 - VILE BOUNTY
DDAL-DRW-09 - VILE BOUNTY
Show
Notes:
Weapon (crossbow bolt), uncommon
These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.”
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Ring of X-ray Vision
rare
2
DDAL-DRW10 Unsafe Harborage
DDAL-DRW10 Unsafe Harborage
Show
Notes:
Ring, rare (requires attunement)
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving
throw or gain 1 level of exhaustion.
| Name | Rarity | Tier ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| Amulet of Health | rare | 2 | DDAL-DRW-09 - VILE BOUNTY | DDAL-DRW-09 - VILE BOUNTY | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. |
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| Mariner’s Armor | uncommon | 2 | DDAL-DRW-09 - VILE BOUNTY | DDAL-DRW-09 - VILE BOUNTY | Show | ||
|
Notes:
Armor (studded leather), uncommon Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you |
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| Ammunition, +1 | uncommon | 2 | DDAL-DRW-09 - VILE BOUNTY | DDAL-DRW-09 - VILE BOUNTY | Show | ||
|
Notes:
Weapon (crossbow bolt), uncommon These four crossbow bolts are inscribed with the Dethek rune “alagh,” meaning “valor.” You have a +1 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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| Ring of X-ray Vision | rare | 2 | DDAL-DRW10 Unsafe Harborage | DDAL-DRW10 Unsafe Harborage | Show | ||
|
Notes:
Ring, rare (requires attunement) This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.” While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving |
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