Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
+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 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.

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 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.

Splint +2 very_rare Trade Log Show
Notes:

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

Manual of Quickness of Action very_rare HULB03-01 - WEAKNESS OF ROCK HULB03-01 - WEAKNESS OF ROCK Show
Notes:

Wondrous Item, very rare

This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Potion of 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.

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.

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.

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.

Ring of Regeneration very_rare DDAL-DRW-15 - FROZEN WHISPERS DDAL-DRW-15 - FROZEN WHISPERS Show
Notes:

Ring, Very Rare (Requires Attunement)
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown
body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

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.

Woe unique DDAL-DRW16 - Uprising DDAL-DRW16 - Uprising Show
Notes:

*Weapon (Longsword), Unique
*
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.

You have a +3 bonus to attack and damage rolls made with this magic weapon.

If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”

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.

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.

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.