Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
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.
Staff of Charming
rare
DDAL 09-11- LOSING FAI
DDAL 09-11- LOSING FAI - Parte 2
Show
Notes:
*Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
*
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Potion of Poison
uncommon
DDAL 09-11- LOSING FAI
DDAL 09-11- LOSING FAI - Parte 2
Show
Notes:
Potion, uncommon
This concoction looks, smells, and tastes like a potion of healing or another beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or
be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. This item is found in the Dungeon Master’s Guide.
Potion of 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.
Ring of Free Action
rare
DDAL 09-10- TIPPING THE SCALES
DDAL 09-10- TIPPING THE SCALES
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
This item is found in the Dungeon Master’s Guide.
This ring is fashioned from a single piece of bone-white chalk. While worn, the wearer feels fleeting pangs of
nausea when around food or other situations where strong odors are present.
Potion of Resistance (Cold)
uncommon
DDAL 09-10- TIPPING THE SCALES
DDAL 09-10- TIPPING THE SCALES
Show
Notes:
Potion, uncommon
When you drink this potion you gain resistance to cold damage for one hour.
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
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.
+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.
Potion of Greater Healing
common
DDAL 09-08 - IN THE GARDEN OF EVIL
DDAL 09-08 - IN THE GARDEN OF EVIL
Show
Notes:
Potion, uncommon
You regain 4d4+4 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
The potion is held in a bottle decorated with metal sculpted to resemble branches that reach to the stopper.
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.
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.
Bullet of Tiefling Slaying
uncommon
DDAL 09-06 - INFERNAL INSURGENCY
DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2
Show
Notes:
Weapon (ammunition), very rare
A bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both weapons of dragon slaying and weapons of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical bullet.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
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.
Potion of fire Giant Strength
common
DDAL 09-06 - INFERNAL INSURGENCY
DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2
Show
Notes:
Potion, rare
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion’s transparent liquid has floated in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
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.
Staff of the Magi
legendary
DDAL07-17 - Cauldron of Sapphire
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.
Efreeti Chain
legendary
DDAL07-15 - Streams of Crimson
DDAL10-00 - ICE ROAD TRACKERS - Parte 2
Show
Notes:
Armor (chain mail), legendary (requires attunement)
While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide.
Belt of Storm Giant Strength
legendary
DDAL06-03 - Crypt of the Death Giants
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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| 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) 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. |
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| Potion of Poison | uncommon | DDAL 09-11- LOSING FAI | DDAL 09-11- LOSING FAI - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
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| 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. |
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| Ring of Free Action | rare | DDAL 09-10- TIPPING THE SCALES | DDAL 09-10- TIPPING THE SCALES | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Potion of Resistance (Cold) | uncommon | DDAL 09-10- TIPPING THE SCALES | DDAL 09-10- TIPPING THE SCALES | Show | ||
|
Notes:
Potion, uncommon When you drink this potion you gain resistance to cold damage for one hour. |
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| 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 |
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| 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. |
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| +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. |
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| Potion of Greater Healing | common | DDAL 09-08 - IN THE GARDEN OF EVIL | DDAL 09-08 - IN THE GARDEN OF EVIL | Show | ||
|
Notes:
Potion, uncommon |
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| 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. |
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| 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 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. |
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| Potion of Invisibility | rare | DDAL 09-07- THE DIABOLICAL DIVE | DDAL 09-07- THE DIABOLICAL DIVE - Sessão 2 | Show | ||
|
Notes:
Potion, rare |
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| Bullet of Tiefling Slaying | uncommon | DDAL 09-06 - INFERNAL INSURGENCY | DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2 | Show | ||
|
Notes:
Weapon (ammunition), very rare A bullet of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both weapons of dragon slaying and weapons of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once a bullet of slaying deals its extra damage to a creature, it becomes a nonmagical bullet. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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| 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. |
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| Potion of fire Giant Strength | common | DDAL 09-06 - INFERNAL INSURGENCY | DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2 | Show | ||
|
Notes:
Potion, rare When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floated in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. |
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| Gem of Seeing | rare | DDAL 09-05 - FACES OF FORTUNE | DDAL 09-05 - FACES OF FORTUNE - Parte 3 | Show | ||
|
Notes:
Potion, rare |
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| Staff of the Magi | legendary | DDAL07-17 - Cauldron of Sapphire | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance Damage Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide. |
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| Efreeti Chain | legendary | DDAL07-15 - Streams of Crimson | DDAL10-00 - ICE ROAD TRACKERS - Parte 2 | Show | ||
|
Notes:
Armor (chain mail), legendary (requires attunement) While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. The efreeti Prince Rashidi al-Zahar ibn Rath transmogrified an efreeti sultana into this delicate suit of crimson chain mail. The wearer of this armor always feels a slight draft, and sometimes finds it hard to stay focused on a task. This item can be found in the Dungeon Master’s Guide. |
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| Belt of Storm Giant Strength | legendary | DDAL06-03 - Crypt of the Death Giants | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. |
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