Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Gem of Seeing rare DDAL 09-05 - FACES OF FORTUNE DDAL 09-05 - FACES OF FORTUNE - Parte 3 Show
Notes:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks
like liquefied iron. This item is found in the Dungeon Master’s Guide.

Glamoured Studded Leather rare DDAL 09-06 - INFERNAL INSURGENCY DDAL 09-06 - INFERNAL INSURGENCY - Sessão 1 Show
Notes:

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Efreeti Chain legendary DDAL07-15 - Streams of Crimson DDAL10-00 - ICE ROAD TRACKERS - Parte 2 Show
Notes:

Armor (chain mail), legendary (requires attunement)

While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.

Bullet of Tiefling Slaying uncommon DDAL 09-06 - INFERNAL INSURGENCY DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2 Show
Notes:

Weapon (ammunition), very rare

A bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both weapons of dragon slaying and weapons of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical bullet.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Potion of fire Giant Strength common DDAL 09-06 - INFERNAL INSURGENCY DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2 Show
Notes:

Potion, rare

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floated in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

Bowl of Commanding Water Elementals rare DDAL 09-07- THE DIABOLICAL DIVE DDAL 09-07- THE DIABOLICAL DIVE - Sessão 1 Show
Notes:

Bowl of Commanding Water Elementals
Wondrous item, rare

While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

When filled with water from the River Styx, the elemental conjured by the bowl has the added ability to envelop up to eight creatures in an air-filled bubble and use its action to transport them safely through the river's terrible waters.

Potion of Invisibility rare DDAL 09-07- THE DIABOLICAL DIVE DDAL 09-07- THE DIABOLICAL DIVE - Sessão 2 Show
Notes:

Potion, rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Arrow-Catching Shield rare DDAL 09-08 - IN THE GARDEN OF EVIL DDAL 09-08 - IN THE GARDEN OF EVIL Show
Notes:

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

This round, metal shield is decorated with braids of hair from the unicorn Zhalruban and emblazoned with the insignia of the Hellriders on the boss of the shield. The boss itself pulses with magic when the shield attracts ranged attacks.

Potion of Greater Healing common DDAL 09-08 - IN THE GARDEN OF EVIL DDAL 09-08 - IN THE GARDEN OF EVIL Show
Notes:

Potion, uncommon
You regain 4d4+4 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
The potion is held in a bottle decorated with metal sculpted to resemble branches that reach to the stopper.

Potion of Greater Healing rare DDAL 09-09- RUINED PROSPECTS DDAL 09-09- RUINED PROSPECTS - Sessão 2 Show
Notes:

Potion, rare

You regain 4d4+4 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated

+2 Crossbow Bolt x6 rare DDAL 09-09- RUINED PROSPECTS DDAL 09-09- RUINED PROSPECTS - Sessão 2 Show
Notes:

Weapon (bolt), rare

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.

Heward's Handy Haversack rare DDAL 09-09- RUINED PROSPECTS DDAL 09-09- RUINED PROSPECTS - Sessão 2 Show
Notes:

Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

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

This specific haversack is made of white leather, and a label on the inside reads "Kelda Ironbelly" in Dwarvish script.

Ring of Free Action rare DDAL 09-10- TIPPING THE SCALES DDAL 09-10- TIPPING THE SCALES Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
This item is found in the Dungeon Master’s Guide.
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of
nausea when around food or other situations where strong odors are present.

Potion of Resistance (Cold) uncommon DDAL 09-10- TIPPING THE SCALES DDAL 09-10- TIPPING THE SCALES Show
Notes:

Potion, uncommon

When you drink this potion you gain resistance to cold damage for one hour.

+3 Hand Crossbow very_rare DDAL05-18- The Mysterious Isle D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Weapon (any type), very rare
Once the type of weapon has been chosen, it can’t be changed. This item can be found in the Dungeon Master’s Guide.

Potion of Poison uncommon DDAL 09-11- LOSING FAI DDAL 09-11- LOSING FAI - Parte 1 Show
Notes:

Potion, uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Staff of Charming rare DDAL 09-11- LOSING FAI DDAL 09-11- LOSING FAI - Parte 2 Show
Notes:

*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
*
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Potion of Poison uncommon DDAL 09-11- LOSING FAI DDAL 09-11- LOSING FAI - Parte 2 Show
Notes:

Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or another beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or
be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. This item is found in the Dungeon Master’s Guide.

Potion of Fire Giant Strength rare DDAL 09-12 - THE BREATH OF LIFE DDAL 09-12 - THE BREATH OF LIFE - Sessão 1 Show
Notes:

Potion, rare

When you drink this potion, your Strength score changes to 25 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 giant of the appropriate type.

Cloak of Arachnida very_rare DDAL 09-12 - THE BREATH OF LIFE DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 Show
Notes:

Wondrous item, very rare (requires attunement)
This fine garment is made of black silver interwoven with faint silvery threads. While wearing it, you gain the
following benefits:

• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your
hands free.
• You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13).

The web created by the spell fills twice its normal area.

Once used, this property of the cloak can’t be used again until the next dawn.

This item is found in the Dungeons Master’s Guide.
This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Unlocked Magic Items

Name Rarity Tier Location Table Result Source
Amulet of Proof Against Detection and Location uncommon 1 DDAL09-01 - Escape from Elturgard DDAL09-01 - Escape from Elturgard - Part 02 Show
Notes:

Wondrous item, uncommon

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. This item can be found in the Dungeon Master’s Guide.

Eyes of the Eagle uncommon 1 DDAL 09-02 - STOPPED AT THE GATE DDAL 09-02 - STOPPED AT THE GATE - Parte 2 Show
Notes:

Wondrous item, uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide.

These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.

Gloves of thievery uncommon 1 DDAL 09-03 - HUNGRY SHADOWS DDAL 09-03 - HUNGRY SHADOWS - Parte 2 Show
Notes:

Wondrous Item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. This item can be found in the Dungeon Master’s Guide.

These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the
fingertips is very thin, granting the wearer more sensitivity for more delicate work.

Hat of Disguise uncommon 1 DDEP09-03 - Liar's Night DDEP09-03 - Liar's Night - Sessão 3 Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Periapt of Health uncommon 1 DDAL 09-04- DAY OF THE DEVIL DDAL 09-04- DAY OF THE DEVIL Show
Notes:

Wondrous Item, uncommon

This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, you are immune to contracting any disease while you wear this pendant. If you are already infected with a disease,
the effects of the disease are suppressed you while you wear the pendant. This item can be found in the Dungeon Master’s Guide.

Potion of Invulnerability rare 2 DDAL 09-05 - FACES OF FORTUNE DDAL 09-05 - FACES OF FORTUNE - Parte 2 Show
Notes:

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. This item is found in the Dungeon Master’s Guide.