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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
Anstruth harp
very_rare
DDAL-DRW-18-AGAINST THE MACHINE
DDAL-DRW-18-AGAINST THE MACHINE
Show
Notes:
Instrument of the Bards (Anstruth Harp)
Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds (5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
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.
| 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 | DDAL-DRW-15 - FROZEN WHISPERS | DDAL-DRW-15 - FROZEN WHISPERS | Show | ||
|
Notes:
Potion, Very Rare |
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| 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. |
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| 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. |
||||||
| 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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| 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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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| Vorpal Sword | legendary | DDAL07-16 Pools of Cerulean | DDAL07-16 Pools of Cerulean | Show | ||
|
Notes:
Weapon (scimitar), legendary (requires attunement) |
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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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| Woe | unique | DDAL-DRW16 - Uprising | DDAL-DRW16 - Uprising | Show | ||
|
Notes:
*Weapon (Longsword), Unique 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.” |
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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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| 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. |
||||||
| 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. |
||||||
| 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. |
||||||
| 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. |
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| Anstruth harp | very_rare | DDAL-DRW-18-AGAINST THE MACHINE | DDAL-DRW-18-AGAINST THE MACHINE | Show | ||
|
Notes:
Instrument of the Bards (Anstruth Harp) The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song. |
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| Spell Scroll of Silence (2nd) | uncommon | DDAL-DRW-18-AGAINST THE MACHINE | DDAL-DRW-18-AGAINST THE MACHINE | Show | ||
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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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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.
| 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. |
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| Googles of Night | uncommon | 2 | DDAL-DRW-12 - TO WALK THE COLD DARK | DDAL-DRW-12 - TO WALK THE COLD DARK | Show | ||
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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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| 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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| 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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