Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Soul Coin
uncommon
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - 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 1-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 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 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.
+3 Quarterstaff
very_rare
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
Show
Notes:
Quarterstaff, very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon. This item can be found in the Dungeon Master’s Guide.
Broom of Flying
uncommon
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
Show
Notes:
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another
command Word, provided that the broom is still within 1 mile of you. This item can be found in the Dungeon Master’s Guide.
Potion of Climbing x2
common
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
Show
Notes:
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. This item can be found in the Dungeon Master’s Guide.
Soul Coin x10
uncommon
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 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 1-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 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 Greater Healing
common
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion.
The potion's red liquid glimmers when agitated. This item can be found in the Dungeon Master’s Guide.
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.
Belt of Stone Giant Strength
very_rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
Show
Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide.
This belt is made of iron plates riveted to a wide belt of burnished leather, and buckled with a series of straps gilt in polished steel. While worn, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.
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.
Soul Coin
uncommon
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - 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 1-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 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.
Red Dragon Scale Mail
very_rare
DDAL 09-15 - MADDENING SCREAMS
DDAL 09-15 - MADDENING SCREAMS - Parte 2
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail made of the scales of a red dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest red dragon within 30 miles of you. This special action can’t be used again until the next dawn.
This was once the armor of Carmine, an orc paladin of the Bloody Hooves. She didn’t survive into the final set of caverns to have her soul entombed to wait for Zariel’s return.
Helm of telepathy
uncommon
DDAL 09-15 - MADDENING SCREAMS
DDAL 09-15 - MADDENING SCREAMS - Parte 2
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so— while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. This item is found in the Basic Rules.
This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend.
Ioun Stone of Leadership
common
DDAL 09-16- HONORS UNFORESEEN
DDAL 09-16- HONORS UNFORESEEN
Show
Notes:
Wondrous item, very rare (requires attunement)
An Ioun stone named after Ioun, god of knowledge and prophecy revered on some worlds.
When you use an action to toss this stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
This item is found in the Dungeon Master’s Guide.
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.
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.
Soul Coin
common
DDAL 09-16- HONORS UNFORESEEN
DDAL 09-16- HONORS UNFORESEEN
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-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 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 Vitality
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 1
Show
Notes:
Potion, very rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any hit die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Wand of the War Mage +3
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
Show
Notes:
Wand, very rare (Requires Attunement by a Spellcaster)
While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Soul Coin | uncommon | DDAL 09-12 - THE BREATH OF LIFE | DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 | Show | ||
|
Notes:
Wondrous item, uncommon 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 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 |
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| 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 |
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| +3 Quarterstaff | very_rare | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Quarterstaff, very rare |
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| Broom of Flying | uncommon | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another |
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| Potion of Climbing x2 | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, common |
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| Soul Coin x10 | uncommon | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon 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 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. |
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| Potion of Greater Healing | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
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| 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 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. |
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| Belt of Stone Giant Strength | very_rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide. |
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| 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 |
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| 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 |
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| Soul Coin | uncommon | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wondrous item, uncommon 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 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. |
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| Red Dragon Scale Mail | very_rare | DDAL 09-15 - MADDENING SCREAMS | DDAL 09-15 - MADDENING SCREAMS - Parte 2 | Show | ||
|
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail made of the scales of a red dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest red dragon within 30 miles of you. This special action can’t be used again until the next dawn. This was once the armor of Carmine, an orc paladin of the Bloody Hooves. She didn’t survive into the final set of caverns to have her soul entombed to wait for Zariel’s return. |
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| Helm of telepathy | uncommon | DDAL 09-15 - MADDENING SCREAMS | DDAL 09-15 - MADDENING SCREAMS - Parte 2 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend. |
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| Ioun Stone of Leadership | common | DDAL 09-16- HONORS UNFORESEEN | DDAL 09-16- HONORS UNFORESEEN | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) An Ioun stone named after Ioun, god of knowledge and prophecy revered on some worlds. When you use an action to toss this stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. This item is found in the Dungeon Master’s Guide. |
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| 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. |
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| Potion of Superior Healing | rare | DDAL 09-16- HONORS UNFORESEEN | DDAL 09-16- HONORS UNFORESEEN | Show | ||
|
Notes:
Potion, rare Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon |
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| Soul Coin | common | DDAL 09-16- HONORS UNFORESEEN | DDAL 09-16- HONORS UNFORESEEN | Show | ||
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Notes:
Wondrous item, uncommon Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-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 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. |
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| Potion of Vitality | very_rare | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 1 | Show | ||
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Notes:
Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any hit die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. |
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| Wand of the War Mage +3 | very_rare | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
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Notes:
Wand, very rare (Requires Attunement by a Spellcaster) While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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