Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Splint +2 very_rare Trade Log Show
Notes:

You have a +2 bonus to AC while wearing this armor.

Amulet of the Devout +3 very_rare BMG-DRW-OD-06 - We Almost Had It All Trade Log Show
Notes:

Wondrous item, very rare (+3) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Miltiades’s Shield (Shield +3) very_rare CCC-BMG-13 PHLAN1-1 Sepulture D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

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 conscience.

While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Tome of Leadership and Influence very_rare CCCROZK01-02 Zhentarim's Lament D&D® ADVENTURERS LEAGUE FORGOTTEN REALMS® SERVICE AWARDS Show
Notes:

Wondrous item, very rare

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Sword of the Planes (Longsword) legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS 2024: 50th Anniversary, version 1.1 Trade Log Show
Notes:

Weapon (Long Sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic sword. This sword can tear the fabric of reality, creating a temporary rift between planes. You can use your action to choose a different plane of existence from the one you’re on and slice through an unoccupied space within 5 feet of yourself, creating a rift to that other plane. The rift can be up to 10 feet high and 10 feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn. You can specify a target destination, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for example, the rift might appear on the Street of Steel, before the Gate of Ashes, or facing the city from across the Sea of Fire, at the DM’s discretion. Anything that enters the rift is instantly transported to the other plane, appearing in the unoccupied space nearest to the rift.

Efreeti Chain legendary DDAL07-15-Streams of Crimson DDAL07-15-Streams of Crimson Show
Notes:

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.

Vorpal Sword legendary DDAL07-16 Pools of Cerulean DDAL07-16 Pools of Cerulean Show
Notes:

Weapon (scimitar), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it’s immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
This blade now hums and vibrates with great energy, and slices through obstacles with the greatest of ease. If the sword does not claim the life of a sentient creature each day, you find that are easily angered and become frustrated by even the smallest obstacles. This item can be found in the Dungeon Master’s Guide.

Arrows +2 (5) rare DDAL07-17-Cauldron of Sapphire DDAL07-17-Cauldron of Sapphire Show
Notes:

Weapon (arrow), rare
This item can be found in the Dungeon Master’s Guide.

Cap of Water Breathing uncommon DDAL07-17-Cauldron of Sapphire DDAL07-17-Cauldron of Sapphire Show
Notes:

Wondrous Item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Scarab of Protection legendary DDAL07-18 Turn Back the Endless Night DDAL07-18 Turn Back the Endless Night Show
Notes:

Wondrous Item, legendary (requires attunement)

If you hold this jaculi-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.
This pin is carved in the likeness of Moa the Jaculi, trickster god of Omu. While you wear this scarab, you are hidden from scrying while you sleep but if you ever tell a lie the scarab becomes unattuned. This item can be found in the Dungeon Master’s Guide.

Spell Scroll of Mass Heal legendary DDAL07-18 Turn Back the Endless Night DDAL07-18 Turn Back the Endless Night Show
Notes:

Scroll, legendary

Save DC 19, Attack Bonus +11

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 10 + the spell’s level. 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 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Boots of Levitation rare DDAL 10-08 - Pensamentos Voláteis Trade Log Show
Notes:

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

+2 amulet of the devout rare DDAL-DRW-11 - SHADOWS IN THE STACKS DDAL-DRW-11 - SHADOWS IN THE STACKS Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Potion of Vitality very_rare DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE 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.

Bracers of Defense common DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Show
Notes:

Wondrous Item, Rare (Requires Attunement)

These steel bracers make a slight humming while worn.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Potion of Comprehension common DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Show
Notes:

Potion, Common
When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.

Potion of Vitality common DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE DDAL-DRW-14 - THE CITY THAT SHOULD NOT BE Show
Notes:

Potion, Very Rare

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you.

For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Potion of Invulnerability rare DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS 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.

Spell Scroll of Sunburst very_rare DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Scroll, Very Rare
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 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The saving throw DC of this spell is DC 18.

Discord unique DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond
their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.

While wearing this armor, you gain a +2 bonus to AC.

In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.

Unlocked Magic Items

Name Rarity Tier Location ▲ Table Result Source
Wand of Winter rare 2 DDAL-DRW-12 - TO WALK THE COLD DARK DDAL-DRW-12 - TO WALK THE COLD DARK Show
Notes:

Wand, rare (requires attunement)

This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.

This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Googles of Night uncommon 2 DDAL-DRW-12 - TO WALK THE COLD DARK DDAL-DRW-12 - TO WALK THE COLD DARK Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Flame Tongue Longsword rare 2 DDAL-DRW-13 - NIGHT THIEVES DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 Show
Notes:

Weapon (Longsword), Rare (Requires Attunement)
This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water.
These patterns shift and change slowly over time.
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is
ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Pearl of Power uncommon 2 DDAL-DRW-13 - NIGHT THIEVES DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

This large freshwater pearl is set into a golden button.

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.