Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
+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.

+3 Hand Crossbow very_rare DDAL05-18- The Mysterious Isle D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Weapon (any type), very rare
Once the type of weapon has been chosen, it can’t be changed. This item can be found in the Dungeon Master’s Guide.

+3 Quarterstaff very_rare DDAL 09-13- THE SWARMED HEART DDAL 09-13- THE SWARMED HEART - Parte 2 Show
Notes:

Quarterstaff, very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon. This item can be found in the Dungeon Master’s Guide.

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.

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.

Belt of Stone Giant Strength very_rare DDAL 09-14- THE VAST EMPTINESS OF GRACE DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 Show
Notes:

Wondrous item, very rare (requires attunement)

While wearing this belt, your Strength score is 23. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. This item can be found in the Dungeon Master’s Guide.
This belt is made of iron plates riveted to a wide belt of burnished leather, and buckled with a series of straps gilt in polished steel. While worn, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.

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.

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.

Broom of Flying uncommon DDAL 09-13- THE SWARMED HEART DDAL 09-13- THE SWARMED HEART - Parte 2 Show
Notes:

Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another
command Word, provided that the broom is still within 1 mile of you. This item can be found in the Dungeon Master’s Guide.

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.

Cloak of Arachnida very_rare DDAL 09-12 - THE BREATH OF LIFE DDAL 09-12 - THE BREATH OF LIFE - Sessão 2 Show
Notes:

Wondrous item, very rare (requires attunement)
This fine garment is made of black silver interwoven with faint silvery threads. While wearing it, you gain the
following benefits:

• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your
hands free.
• You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13).

The web created by the spell fills twice its normal area.

Once used, this property of the cloak can’t be used again until the next dawn.

This item is found in the Dungeons Master’s Guide.
This cloak has been in Avernus for ages and been worn in constant conflict. While actively using any properties of the item, the bearer experiences a harmless flash of pain. In addition, the cloak whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

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.

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.

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.

Fochlucan Bandore uncommon DDAL 09-16- HONORS UNFORESEEN DDAL 09-16- HONORS UNFORESEEN Show
Notes:

Wondrous Item, uncommon (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.

Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: fly, invisibility, levitate, protection from evil and good, entangle, faerie fire, shillelagh, speak with animals.

Once the instrument has been used to cast a spell it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell had a somatic or material component.

This item is found in the Dungeon Master’s Guide.

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.

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.

Helm of telepathy uncommon DDAL 09-15 - MADDENING SCREAMS DDAL 09-15 - MADDENING SCREAMS - Parte 2 Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so— while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. This item is found in the Basic Rules.

This helm once belonged to Nyave, Sir Gidor’s closest and most trusted friend.

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.

Ioun Stone of Leadership common DDAL 09-16- HONORS UNFORESEEN DDAL 09-16- HONORS UNFORESEEN Show
Notes:

Wondrous item, very rare (requires attunement)

An Ioun stone named after Ioun, god of knowledge and prophecy revered on some worlds.

When you use an action to toss this stone into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

This item is found in the Dungeon Master’s Guide.

Unlocked Magic Items

Name ▲ Rarity Tier Location Table Result Source
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.

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.

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.

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.

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.

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.