Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
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.
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.
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 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.
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.
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.
Miltiades’s Shield +3
very_rare
CCC-BMG-13 PHLAN1-1 Sepulture
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Fish Suit
very_rare
AL Service Awards Document 12-A
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
Show
Notes:
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
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.
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.
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 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.
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.
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.
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.
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.
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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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 | ||
|
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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| 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. |
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| 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 |
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| Potion of Superior Healing x2 | rare | DDAL 09-18 - CONSEQUENCES OF CHOICE | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1 | Show | ||
|
Notes:
Potion, rare |
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| 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) |
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| Ring of Warmth | uncommon | DDAL 09-18 - CONSEQUENCES OF CHOICE | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 | Show | ||
|
Notes:
*Ring, uncommon (requires attunement) |
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| Miltiades’s Shield +3 | very_rare | CCC-BMG-13 PHLAN1-1 Sepulture | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Armor (shield), very rare This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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| Fish Suit | very_rare | AL Service Awards Document 12-A | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. |
||||||
| Potion of Invisibility | rare | DDAL 09-07- THE DIABOLICAL DIVE | DDAL 09-07- THE DIABOLICAL DIVE - Sessão 2 | Show | ||
|
Notes:
Potion, rare |
||||||
| 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. |
||||||
| Gem of Seeing | rare | DDAL 09-05 - FACES OF FORTUNE | DDAL 09-05 - FACES OF FORTUNE - Parte 3 | Show | ||
|
Notes:
Potion, rare |
||||||
| 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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| 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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| Potion of Poison | uncommon | DDAL 09-11- LOSING FAI | DDAL 09-11- LOSING FAI - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
||||||
| 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. |
||||||
| 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. |
||||||
| Ring of Free Action | rare | DDAL 09-10- TIPPING THE SCALES | DDAL 09-10- TIPPING THE SCALES | Show | ||
|
Notes:
Ring, rare (requires attunement) |
||||||
| 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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