Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Spell Scroll of Investiture of Wind common DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 Show
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.

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.

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.

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.

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.

Unlocked Magic Items