Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Efreeti Chain
legendary
DDAL07-15 - Streams of Crimson
DDAL10-00 - ICE ROAD TRACKERS - Parte 2
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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.
Staff of the Magi
legendary
DDAL07-17 - Cauldron of Sapphire
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be 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
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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.
Scarab of Protection
legendary
DDAL 09-19- FANG AND CLAW
DDAL 09-19- FANG AND CLAW - Sessão 1
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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.
Belt of Storm Giant Strength
legendary
DDAL06-03 - Crypt of the Death Giants
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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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.
Spell Scroll of Meteor Swarm
legendary
DDAL 09-19- FANG AND CLAW
DDAL 09-19- FANG AND CLAW - Sessão 1
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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.
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.
+3 Hand Crossbow
very_rare
DDAL05-18- The Mysterious Isle
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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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.
Fish Suit
very_rare
AL Service Awards Document 12-A
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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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.
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.
Oathbow
very_rare
DDAL 09-18 - CONSEQUENCES OF CHOICE
DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 1
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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.
Miltiades’s Shield +3
very_rare
CCC-BMG-13 PHLAN1-1 Sepulture
D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS
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Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Potion of Vitality
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
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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.
Red Dragon Scale Mail
very_rare
DDAL 09-15 - MADDENING SCREAMS
DDAL 09-15 - MADDENING SCREAMS - Parte 2
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail made of the scales of a red dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest red dragon within 30 miles of you. This special action can’t be used again until the next dawn.
This was once the armor of Carmine, an orc paladin of the Bloody Hooves. She didn’t survive into the final set of caverns to have her soul entombed to wait for Zariel’s return.
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
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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.
Potion of Vitality
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 1
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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.
+3 Quarterstaff
very_rare
DDAL 09-13- THE SWARMED HEART
DDAL 09-13- THE SWARMED HEART - Parte 2
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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.
Wand of the War Mage +3
very_rare
DDAL 09-17 - IN THE HAND
DDAL 09-17 - IN THE HAND - Sessão 2
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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.
Cloak of Arachnida
very_rare
DDAL 09-12 - THE BREATH OF LIFE
DDAL 09-12 - THE BREATH OF LIFE - Sessão 2
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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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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| Staff of the Magi | legendary | DDAL07-17 - Cauldron of Sapphire | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light. mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance Damage Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide. |
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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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| 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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| 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. |
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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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| 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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| +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 |
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| 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. |
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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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| 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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| Miltiades’s Shield +3 | very_rare | CCC-BMG-13 PHLAN1-1 Sepulture | D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS | Show | ||
|
Notes:
Armor (shield), very rare This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscious. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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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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| Red Dragon Scale Mail | very_rare | DDAL 09-15 - MADDENING SCREAMS | DDAL 09-15 - MADDENING SCREAMS - Parte 2 | Show | ||
|
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail made of the scales of a red dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest red dragon within 30 miles of you. This special action can’t be used again until the next dawn. This was once the armor of Carmine, an orc paladin of the Bloody Hooves. She didn’t survive into the final set of caverns to have her soul entombed to wait for Zariel’s return. |
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| 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. |
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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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| +3 Quarterstaff | very_rare | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Quarterstaff, very rare |
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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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| 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) • You have resistance to poison damage. 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. |
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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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Unlocked Magic Items
Name
Rarity ▼
Tier
Location
Table
Result
Source
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.
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
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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
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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.
| Name | Rarity ▼ | Tier | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| 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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| Amulet of Proof Against Detection and Location | uncommon | 1 | DDAL09-01 - Escape from Elturgard | DDAL09-01 - Escape from Elturgard - Part 02 | Show | ||
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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. |
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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 | ||
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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. |
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| Gloves of thievery | uncommon | 1 | DDAL 09-03 - HUNGRY SHADOWS | DDAL 09-03 - HUNGRY SHADOWS - Parte 2 | Show | ||
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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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| Hat of Disguise | uncommon | 1 | DDEP09-03 - Liar's Night | DDEP09-03 - Liar's Night - Sessão 3 | Show | ||
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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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| Periapt of Health | uncommon | 1 | DDAL 09-04- DAY OF THE DEVIL | DDAL 09-04- DAY OF THE DEVIL | Show | ||
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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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