Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Fochlucan Bandore uncommon DDAL 09-16- HONORS UNFORESEEN DDAL 09-16- HONORS UNFORESEEN Show
Notes:

Wondrous Item, uncommon (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.

Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, speak with animals.

Once the instrument has been used to cast a spell it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell had a somatic or material component.

This item is found in the Dungeon Master’s Guide.

Soul Coinx5 uncommon DDAL 09-19- FANG AND CLAW DDAL 09-19- FANG AND CLAW - Sessão 2 Show
Notes:

Wondrous item, uncommon

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.

An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.

A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace (see "Soul Fuel").

Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.

Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.

Ring of Warmth uncommon DDAL 09-18 - CONSEQUENCES OF CHOICE DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 Show
Notes:

*Ring, uncommon (requires attunement)
*While wearing this ring you have resistance to cold damage. In addition, you and everything you wear and
carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Wand of Secrets uncommon DDAL 09-14- THE VAST EMPTINESS OF GRACE DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in blood-soaked cord which stains the hands of those who hold it.

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.

Soul Coin x3 uncommon DDAL 09-20 - WHERE DEVILS FEAR TO TREAD DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 Show
Notes:

Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs onethird of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin.

Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:

Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does
expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

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.

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.

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.

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 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.

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.

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.

Potion of Resistance (Lighting) rare DDAL 09-12 - THE BREATH OF LIFE DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 Show
Notes:

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

Spell scroll of power word: pain rare DDAL 09-14- THE VAST EMPTINESS OF GRACE DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 Show
Notes:

Scroll, rare

A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

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 17. 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 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

This item can be found in the Dungeon Master’s Guide

Unlocked Magic Items