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
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.
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.
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.
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.
Spell Scroll of Investiture of Wind
common
DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2
Show
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.
Spell scroll of power word: pain
rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
Show
Notes:
Scroll, rare
A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell 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.
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 17. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
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 an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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.
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.
Soul Coin
uncommon
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - 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 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.
Potion of Superior Healing
rare
DDAL 09-14- THE VAST EMPTINESS OF GRACE
DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3
Show
Notes:
Potion, rare
You regain 8d4 + 8 hit points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon
Master’s Guide.
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.
+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.
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.
+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.
Potion of Greater Healing
common
DDAL 09-08 - IN THE GARDEN OF EVIL
DDAL 09-08 - IN THE GARDEN OF EVIL
Show
Notes:
Potion, uncommon
You regain 4d4+4 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
The potion is held in a bottle decorated with metal sculpted to resemble branches that reach to the stopper.
Soul Coin 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.
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.
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Spell Scroll of Blade Barrier | 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. |
||||||
| 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. |
||||||
| Potion of Speed | common | DDAL 09-17 - IN THE HAND | DDAL 09-17 - IN THE HAND - Sessão 2 | Show | ||
|
Notes:
Potion, very rare |
||||||
| 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. |
||||||
| Spell Scroll of Investiture of Wind | common | DDAL 09-18 - CONSEQUENCES OF CHOICE - Sessão 2 | Show | |||
| Potion of Greater Healing | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, uncommon |
||||||
| Spell scroll of power word: pain | rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Scroll, rare A spell scroll bears the words of a power word: pain spell, written—a mystical cipher. If the spell is on your class's spell 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. 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 17. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. 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 an Intelligence (Arcana) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. This item can be found in the Dungeon Master’s Guide |
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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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| 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 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. |
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| Soul Coin | uncommon | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Wondrous item, uncommon 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. |
||||||
| Potion of Superior Healing | rare | DDAL 09-14- THE VAST EMPTINESS OF GRACE | DDAL 09-14- THE VAST EMPTINESS OF GRACE - Parte 3 | Show | ||
|
Notes:
Potion, rare You regain 8d4 + 8 hit points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated. This item can be found in the Dungeon |
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| 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. |
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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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| Potion of Climbing x2 | common | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Potion, common |
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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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| 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 |
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| Soul Coin x10 | uncommon | DDAL 09-13- THE SWARMED HEART | DDAL 09-13- THE SWARMED HEART - Parte 2 | Show | ||
|
Notes:
Wondrous item, uncommon 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. |
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| 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. |
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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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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
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.
| 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. |
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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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| 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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| 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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| 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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| 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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