Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Potion of Vitality very_rare DDHC-KftGV-01 The Murkmire Malevolence 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.

Handaxe +1 uncommon DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

Weapon (handaxe), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Dagger +1 uncommon DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

Weapon (dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Bag of Holding uncommon DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Story Award common DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

If the characters are working for the Golden Vault, they must deliver the Murkmire Stone to Dr. Dannell by midnight. Once they do, the organization rewards the characters with an uncommon magic item of their choice (subject to your approval) as payment. The item is delivered to the characters the next day.

Chosen:

Eldritch Claw Tattoo

Ring of Spell Storing common Trade Log Show
Notes:

Ring of Spell Storing
Ring, rare (requires attunement)

Bless
Revivify

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring 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 wearing this ring, 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 ring is no longer stored in it, freeing up space.

Story Award: Cute and Scaly common DDAL-07-01 A City on the Edge - A Snake in the Grass Show
Notes:

You found a velociraptor egg.

With proper care, it hatches within the next week, but since it is away from its natural habitat, its growth is stunted.

It may not be attack, defend, or provide aid in combat, being no deadlier than a domesticated dog or cat. However, through patience and practice, it can be taught simple tricks and name recognition if trained and fed for a minimum of 20 downtime days.

Potion of Healing common DDAL-07-01 A City on the Edge - A Snake in the Grass Show
Notes:

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Staff of Charming rare DDEX2-2 Embers of Elmwood Show
Notes:

Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.

If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Potion of Healing common DDEX2-2 Embers of Elmwood Show
Notes:

Potion of Healing
Adventuring gear (potion), common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Weight: 0.5

Story Award Enmity of Jeny Greenteeth common DDAL04-06 The Ghost Show
Notes:

Enmity of Jeny Greenteeth.

You don’t cross a hag like Jeny and get away without paying the price. For so long as you possess this story award, Jeny charges you 50% more for any spellcasting services that she provides. In addition, you may not use the alternate methods of payment detailed in the Adventurers League Dungeon Master’s Guide.

Spell Scroll of Detect Thoughts common DDAL04-06 The Ghost Show
Notes:

Detect Thoughts

2nd-Level Divination

Casting Time: 1 action
Range: Self
Components: V, S, M (a copper piece)
Duration: Concentration, up to 1 minute

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insi⁠ght into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can s⁠earch for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Potion of Healing common DDAL04-06 The Ghost Show
Notes:

Potion of Healing
Adventuring gear (potion), common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Weight: 0.5

Antitoxin common DDAL04-06 The Ghost Show
Notes:

Antitoxin (vial)
Adventuring gear

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Weight: —

Potion of Cold Resistance uncommon DDAL04-06 The Ghost Show
Notes:

Potion of Cold Resistance
Potion, uncommon

When you drink this potion, you gain resistance to cold damage for 1 hour.

Weight: 0.5

Boots of Elvenkind uncommon DDAL04-06 The Ghost Show
Notes:

Boots of Elvenkind
Wondrous item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

These light boots are made of supple, green leather and accented with dead leaves. They are constantly covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of cleaning (magical or otherwise) removes the filth.