Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Potion of Superior Healing
common
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
Show
Notes:
You regain 8d4 + 8 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
Potion of Speed
common
HULB03-01 - WEAKNESS OF ROCK
HULB03-01 - WEAKNESS OF ROCK
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.
Moon-Touched Sword
common
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
Show
Notes:
Weapon (Greatsword), Common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
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 Speed
common
DDAL-DRW-15 - FROZEN WHISPERS
DDAL-DRW-15 - FROZEN WHISPERS
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.
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.
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.
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.
Spell Scroll of Silence (2nd)
uncommon
DDAL-DRW-18-AGAINST THE MACHINE
DDAL-DRW-18-AGAINST THE MACHINE
Show
Notes:
Scroll, uncommon
Save DC 13, Attack Bonus +5
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.
+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.
Arrow-catching shield
rare
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
Show
Notes:
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Potion of Invulnerability
rare
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
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.
Bracers of archery
rare
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP
Show
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
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.
Ring of evasion
rare
DDAL-DRW16 - Uprising
DDAL-DRW16 - Uprising
Show
Notes:
Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving
throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Portable Hole
rare
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
Show
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Potion of Superior Healing
rare
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
Show
Notes:
You regain 8d4 + 8 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.
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.
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.
Ioun Stone of Intellect
very_rare
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE
Show
Notes:
Requires Attunement
This translucent green stone came from the Far Realm.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones 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.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Potion of Superior Healing | common | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | Show | ||
|
Notes:
You regain 8d4 + 8 hit points when you drink this potion. |
||||||
| Potion of Speed | common | HULB03-01 - WEAKNESS OF ROCK | HULB03-01 - WEAKNESS OF ROCK | 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. |
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| Moon-Touched Sword | common | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | Show | ||
|
Notes:
Weapon (Greatsword), Common The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere. |
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| 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 |
||||||
| Potion of Speed | common | DDAL-DRW-15 - FROZEN WHISPERS | DDAL-DRW-15 - FROZEN WHISPERS | Show | ||
|
Notes:
Potion, Very Rare |
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| 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. |
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| 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. |
||||||
| 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. |
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| Spell Scroll of Silence (2nd) | uncommon | DDAL-DRW-18-AGAINST THE MACHINE | DDAL-DRW-18-AGAINST THE MACHINE | Show | ||
|
Notes:
Scroll, uncommon Save DC 13, Attack Bonus +5 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. |
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| +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. |
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| Arrow-catching shield | rare | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | Show | ||
|
Notes:
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. |
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| Potion of Invulnerability | rare | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | 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. |
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| Bracers of archery | rare | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | DDAL-DRW-EP-03 - WHEN THE LIGHTS WENT OUT IN CANDLEKEEP | Show | ||
|
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
||||||
| Potion of Invulnerability | rare | DDAL-DRW-15 - FROZEN WHISPERS | DDAL-DRW-15 - FROZEN WHISPERS | Show | ||
|
Notes:
Potion, Rare |
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| Ring of evasion | rare | DDAL-DRW16 - Uprising | DDAL-DRW16 - Uprising | Show | ||
|
Notes:
Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving |
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| Portable Hole | rare | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | Show | ||
|
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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| Potion of Superior Healing | rare | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | Show | ||
|
Notes:
You regain 8d4 + 8 hit points when you drink this potion. |
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| Arrows +2 (5) | rare | DDAL07-17-Cauldron of Sapphire | DDAL07-17-Cauldron of Sapphire | Show | ||
|
Notes:
Weapon (arrow), rare |
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| 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. |
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| Ioun Stone of Intellect | very_rare | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | DDAL-DRW-17- EXPEDITION TO THE SUPREME FORGE | Show | ||
|
Notes:
Requires Attunement This translucent green stone came from the Far Realm. An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones 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. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can’t cancel it. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head. |
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Unlocked Magic Items
Name
Rarity ▲
Tier
Location
Table
Result
Source
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.
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.
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.
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.
| Name | Rarity ▲ | Tier | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|---|
| 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. |
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| Pearl of Power | uncommon | 2 | DDAL-DRW-13 - NIGHT THIEVES | DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 | Show | ||
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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. |
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| Wand of Winter | rare | 2 | DDAL-DRW-12 - TO WALK THE COLD DARK | DDAL-DRW-12 - TO WALK THE COLD DARK | Show | ||
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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. |
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| Flame Tongue Longsword | rare | 2 | DDAL-DRW-13 - NIGHT THIEVES | DDAL-DRW-13 - NIGHT THIEVES - Sessão 2 | Show | ||
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Notes:
Weapon (Longsword), Rare (Requires Attunement) |
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