Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Potion of Flying very_rare DDAL 09-20 - WHERE DEVILS FEAR TO TREAD DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 Show
Notes:

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. This item is found in the Dungeon Master’s Guide.

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.

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.

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 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

Potion of Superior Healing rare DDAL 09-14- THE VAST EMPTINESS OF GRACE DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 Show
Notes:

Potion, rare

You regain 8d4 + 8 hit points when you drink this potion.

Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon
Master’s Guide.

Potion of Superior Healing rare DDAL 09-16- HONORS UNFORESEEN DDAL 09-16- HONORS UNFORESEEN Show
Notes:

Potion, rare
You regain 8d4 + 8 hit points when you drink this potion.

Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon
Master’s Guide.

Potion of Superior Healing x2 rare DDAL 09-18 - CONSEQUENCES OF CHOICE DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1 Show
Notes:

Potion, rare
You regain 8d4 +8 hit points when you drink this potion.

Shield +2 rare DDAL 09-19- FANG AND CLAW DDAL 09-19- FANG AND CLAW - Sessão 3 Show
Notes:

Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield 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 can be found in the Dungeon Master’s Guide.

Rod of the Pact Keeper +2 rare DDAL 09-20 - WHERE DEVILS FEAR TO TREAD DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 Show
Notes:

Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.

This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.

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.

Unlocked Magic Items