Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Spell Scroll of Blade Barrier common DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 Show
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.

Potion of fire Giant Strength common DDAL 09-06 - INFERNAL INSURGENCY DDAL 09-06 - INFERNAL INSURGENCY - Sessão 2 Show
Notes:

Potion, rare

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floated in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

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.

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.

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.

Spell Scroll of Investiture of Wind common DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 Show
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.

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 Greater Healing common DDAL 09-13- THE SWARMED HEART DDAL 09-13- THE SWARMED HEART - Parte 2 Show
Notes:

Potion, uncommon
You regain 4d4 + 4 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 Speed common DDAL 09-17 - IN THE HAND DDAL 09-17 - IN THE HAND - Sessão 2 Show
Notes:

Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own. This item can be found in the Dungeon Master’s Guide.

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.

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.

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.

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.

Soul Coin x10 uncommon DDAL 09-13- THE SWARMED HEART DDAL 09-13- THE SWARMED HEART - Parte 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 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.

Wand of Secrets uncommon DDAL 09-14- THE VAST EMPTINESS OF GRACE DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

This slender wand appears to have been fashioned from a human fibula. One end of the wand is wrapped in blood-soaked cord which stains the hands of those who hold it.

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.

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.

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.