Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Rod of the Pact Keeper +2
rare
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
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Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. This item is found in the Dungeon Master’s Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Potion of Flying
very_rare
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
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Notes:
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. This item is found in the Dungeon Master’s Guide.
Potion of Longevity
very_rare
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
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Notes:
Potion, very rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened. This item is found in the Dungeon Master’s Guide.
Soul Coin x3
uncommon
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
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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 onethird 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 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.
Spell Scroll (gate)
legendary
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD
DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3
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Notes:
Scroll, legendary
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material 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.
This item is found in the Dungeon Master’s Guide. This scroll is inscribed with the spell gate.
Tome of clear thought
common
DDHC-MORD-02 The Lich-Queen's Begotten
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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Notes:
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Rod of the Pact Keeper +2 | rare | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Rod, rare (requires attunement by a warlock) This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal. |
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| Potion of Flying | very_rare | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Potion, very rare |
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| Potion of Longevity | very_rare | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Potion, very rare |
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| Soul Coin x3 | uncommon | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Wondrous item, uncommon 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 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 |
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| Spell Scroll (gate) | legendary | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD | DDAL 09-20 - WHERE DEVILS FEAR TO TREAD - Parte 3 | Show | ||
|
Notes:
Scroll, legendary 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. This item is found in the Dungeon Master’s Guide. This scroll is inscribed with the spell gate. |
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| Tome of clear thought | common | DDHC-MORD-02 The Lich-Queen's Begotten | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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