Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
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.
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.
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.
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.
Potion of Vitality
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
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 liquid regularly pulses with dull light, calling to mind a heartbeat.
This item can be found in the Dungeon Master’s Guide.
Potion of Supreme Healing
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
Show
Notes:
Potion, very rare
You regain 10d4 + 20 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.
Potion of Speed
common
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
Show
Notes:
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. This item can be found in the Dungeon Master’s Guide.
Bag of Holding
uncommon
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item can be found in the Dungeon Master’s Guide.
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.
Oathbow
very_rare
DDAL 09-18 - CONSEQUENCES OF CHOICE
DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1
Show
Notes:
Weapon (longbow), very rare (requires attunement)
When you nock an arrow with this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this
weapon to make a ranged attack, you can, as a command phrase, say “Swift death to you who have wronged me.”
The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can only have one sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll.
In addition, your target gains no benefit from cover other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
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.
Potion of Supreme Healing
common
DDAL 09-19- FANG AND CLAW
DDAL 09-19- FANG AND CLAW - Sessão 1
Show
Notes:
Potion, very rare
You regain 10d4+20 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
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.
Scarab of Protection
legendary
DDAL 09-19- FANG AND CLAW
DDAL 09-19- FANG AND CLAW - Sessão 1
Show
Notes:
Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Scroll of Meteor Swarm
legendary
DDAL 09-19- FANG AND CLAW
DDAL 09-19- FANG AND CLAW - Sessão 1
Show
Notes:
Scroll, legendary
A spell scroll bears the words of a meteor swarm spell, written in a mystical cipher. If the spell is on your class's spell list 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. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
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 19. On a failed check, the spell disappears from the scroll with no other effect. If cast successfully, the spell has a spell save DC of 19.
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 a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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.
Deathshield (Defender)
legendary
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| 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 Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| Potion of Vitality | very_rare | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
|
Notes:
Potion, very rare For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's liquid regularly pulses with dull light, calling to mind a heartbeat. This item can be found in the Dungeon Master’s Guide. |
||||||
| Potion of Supreme Healing | very_rare | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
|
Notes:
Potion, very rare |
||||||
| Potion of Speed | common | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
|
Notes:
Potion, very rare |
||||||
| Bag of Holding | uncommon | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
|
Notes:
Wondrous Item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. |
||||||
| Ring of Warmth | uncommon | DDAL 09-18 - CONSEQUENCES OF CHOICE | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 | Show | ||
|
Notes:
*Ring, uncommon (requires attunement) |
||||||
| Oathbow | very_rare | DDAL 09-18 - CONSEQUENCES OF CHOICE | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1 | Show | ||
|
Notes:
Weapon (longbow), very rare (requires attunement) |
||||||
| Potion of Superior Healing x2 | rare | DDAL 09-18 - CONSEQUENCES OF CHOICE | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1 | Show | ||
|
Notes:
Potion, rare |
||||||
| Potion of Supreme Healing | common | DDAL 09-19- FANG AND CLAW | DDAL 09-19- FANG AND CLAW - Sessão 1 | Show | ||
|
Notes:
Potion, very rare You regain 10d4+20 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. |
||||||
| 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. |
||||||
| Scarab of Protection | legendary | DDAL 09-19- FANG AND CLAW | DDAL 09-19- FANG AND CLAW - Sessão 1 | Show | ||
|
Notes:
Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person: • You have advantage on saving throws against spells. • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. |
||||||
| Spell Scroll of Meteor Swarm | legendary | DDAL 09-19- FANG AND CLAW | DDAL 09-19- FANG AND CLAW - Sessão 1 | Show | ||
|
Notes:
Scroll, legendary A spell scroll bears the words of a meteor swarm spell, written in a mystical cipher. If the spell is on your class's spell list 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. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. 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 19. On a failed check, the spell disappears from the scroll with no other effect. If cast successfully, the spell has a spell save DC of 19. 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 a DC 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
||||||
| Shield +2 | rare | DDAL 09-19- FANG AND CLAW | DDAL 09-19- FANG AND CLAW - Sessão 3 | Show | ||
|
Notes:
Armor (shield), rare |
||||||
| Deathshield (Defender) | legendary | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Weapon (greatsword), legendary (requires attunement) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Master’s Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield. |
||||||