Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
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.
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
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.
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
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.
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.
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
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.
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)
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.
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
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.
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.
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.
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.
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.
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.
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 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.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
||||||
| 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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| 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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| 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. |
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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 |
||||||
| 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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| 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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| Shield +2 | rare | DDAL 09-19- FANG AND CLAW | DDAL 09-19- FANG AND CLAW - Sessão 3 | Show | ||
|
Notes:
Armor (shield), rare |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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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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| 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 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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| 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. |
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Unlocked Magic Items
Name
Rarity
Tier
Location ▼
Table
Result
Source
Hat of Disguise
uncommon
1
DDEP09-03 - Liar's Night
DDEP09-03 - Liar's Night - Sessão 3
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Potion of Invulnerability
rare
2
DDAL 09-05 - FACES OF FORTUNE
DDAL 09-05 - FACES OF FORTUNE - Parte 2
Show
Notes:
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.
Periapt of Health
uncommon
1
DDAL 09-04- DAY OF THE DEVIL
DDAL 09-04- DAY OF THE DEVIL
Show
Notes:
Wondrous Item, uncommon
This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, you are immune to contracting any disease while you wear this pendant. If you are already infected with a disease,
the effects of the disease are suppressed you while you wear the pendant. This item can be found in the Dungeon Master’s Guide.
Gloves of thievery
uncommon
1
DDAL 09-03 - HUNGRY SHADOWS
DDAL 09-03 - HUNGRY SHADOWS - Parte 2
Show
Notes:
Wondrous Item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. This item can be found in the Dungeon Master’s Guide.
These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the
fingertips is very thin, granting the wearer more sensitivity for more delicate work.
Eyes of the Eagle
uncommon
1
DDAL 09-02 - STOPPED AT THE GATE
DDAL 09-02 - STOPPED AT THE GATE - Parte 2
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Notes:
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide.
These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.
Amulet of Proof Against Detection and Location
uncommon
1
DDAL09-01 - Escape from Elturgard
DDAL09-01 - Escape from Elturgard - Part 02
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Notes:
Wondrous item, uncommon
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. This item can be found in the Dungeon Master’s Guide.
| Name | Rarity | Tier | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| Hat of Disguise | uncommon | 1 | DDEP09-03 - Liar's Night | DDEP09-03 - Liar's Night - Sessão 3 | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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| Potion of Invulnerability | rare | 2 | DDAL 09-05 - FACES OF FORTUNE | DDAL 09-05 - FACES OF FORTUNE - Parte 2 | Show | ||
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Notes:
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. |
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| Periapt of Health | uncommon | 1 | DDAL 09-04- DAY OF THE DEVIL | DDAL 09-04- DAY OF THE DEVIL | Show | ||
|
Notes:
Wondrous Item, uncommon This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, you are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, |
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| Gloves of thievery | uncommon | 1 | DDAL 09-03 - HUNGRY SHADOWS | DDAL 09-03 - HUNGRY SHADOWS - Parte 2 | Show | ||
|
Notes:
Wondrous Item, uncommon These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. This item can be found in the Dungeon Master’s Guide. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the |
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| Eyes of the Eagle | uncommon | 1 | DDAL 09-02 - STOPPED AT THE GATE | DDAL 09-02 - STOPPED AT THE GATE - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide. These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon. |
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| Amulet of Proof Against Detection and Location | uncommon | 1 | DDAL09-01 - Escape from Elturgard | DDAL09-01 - Escape from Elturgard - Part 02 | Show | ||
|
Notes:
Wondrous item, uncommon While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. This item can be found in the Dungeon Master’s Guide. |
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