Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Potion of Superior Healing
rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
8d4 + 8
☐ Spell Scroll of Plane Shift
very_rare
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
Show
Notes:
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
- - (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
☐ Spell Scroll of Tiny Hut
uncommon
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
Show
Notes:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
- - (a small crystal bead)
☐ Spell Scroll Wall of Ice-Scribed into Spell Book
very_rare
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
Show
Notes:
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
- - (a small piece of quartz)
☐ Wand of the War Mage, +3
very_rare
Trade Corvus Drayven
Trade Log
Show
Notes:
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Staff of Power
very_rare
DDHC-CoS-4
Service Hours Awards Applied
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
☐ Spell Scroll of Greater Restoration
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
* - (diamond dust worth at least 100 gp, which the spell consumes)
☐ Knave's Eye Patch
rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Notes: Advantage: Perception
☐ Ioun Stone of Mastery
legendary
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Wondrous Item, varies (requires attunement)
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.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
☐ Potion of Giant Size
legendary
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Potion, legendary
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
Notes: Buff, Shapechanging
☐ Potion of Mind Control (Beast)
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Potion, varies
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of …
Mind control (monster)
Very rare
Notes: Control, Consumable
☐ Potion of Vitality
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
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.
Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable
☐ Spell Scroll of Sunburst-Scribed into Spell Book
very_rare
DDAL-DRW-15 Frozen Whispers
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Scroll, Very Rare
A spell scroll bears the words of a single spell, written
in a mystical cipher. If the spell is on your class’s spell
list, you can read the scroll and cast its spell without
providing any material components. Otherwise, the scroll
is unintelligible. Casting the spell by reading the scroll
requires the spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it crumbles to dust.
If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level
than you can normally cast, you must make an ability check
using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On
a failed check, the spell disappears from the scroll with no
other effect.
The saving throw DC of this spell is DC 18.
☐ Discord
unique
DDAL-DRW-15 Frozen Whispers
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of
green crystal and extinguishes all nonmagical flames
within 30 feet of it. A creature wearing Discord hears
insidious whispers originating from a point just beyond
their peripheral vision. Unless deafened, the creature has
disadvantage on saving throws caused by, and on Wisdom
checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC.
In addition, you can use your reaction to see normally in
darkness, both magical and nonmagical, out to a distance
of 120 feet until the start of your next turn. Discord can’t be
used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing
Discord, they are unharmed by temperatures as low as −60
☐ Potion of Invulnerability
very_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
very_rare
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.
☐ Woe
unique
DDAL-DRW-16-Uprising
DDAL-DRW-16-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-DRW-16-Uprising
DDAL-DRW-16-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.
☐ Spell Scroll of Summon Fiend
very_rare
DDAL-DRW-16-Uprising
DDAL-DRW-16-Uprising
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.
☐ Spell Scroll of Summon Undead
common
DDAL-DRW-16-Uprising
DDAL-DRW-16-Uprising
Show
Notes:
Scroll, Uncommon
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.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Superior Healing | rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. |
||||||
| ☐ Spell Scroll of Plane Shift | very_rare | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | Show | ||
|
Notes:
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
|
||||||
| ☐ Spell Scroll of Tiny Hut | uncommon | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | Show | ||
|
Notes:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
|
||||||
| ☐ Spell Scroll Wall of Ice-Scribed into Spell Book | very_rare | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | Show | ||
|
Notes:
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
|
||||||
| ☐ Wand of the War Mage, +3 | very_rare | Trade Corvus Drayven | Trade Log | Show | ||
|
Notes:
Wand, varies (requires attunement by a Spellcaster) RARITY BONUS |
||||||
| ☐ Staff of Power | very_rare | DDHC-CoS-4 | Service Hours Awards Applied | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
||||||
| ☐ Spell Scroll of Greater Restoration | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target |
||||||
| ☐ Knave's Eye Patch | rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) You have advantage on Wisdom (Perception) checks that rely on sight. |
||||||
| ☐ Ioun Stone of Mastery | legendary | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement) 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. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. |
||||||
| ☐ Potion of Giant Size | legendary | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Potion, legendary Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. Notes: Buff, Shapechanging |
||||||
| ☐ Potion of Mind Control (Beast) | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Potion, varies A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Potion of … Mind control (monster) Very rare Notes: Control, Consumable |
||||||
| ☐ Potion of Vitality | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Potion, very rare Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable |
||||||
| ☐ Spell Scroll of Sunburst-Scribed into Spell Book | very_rare | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
|
Notes:
Scroll, Very Rare |
||||||
| ☐ Discord | unique | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
|
Notes:
Armor (Plate), Unique |
||||||
| ☐ Potion of Invulnerability | very_rare | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
|
Notes:
Potion, Rare |
||||||
| ☐ Potion of Speed | very_rare | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
|
Notes:
Potion, Very Rare |
||||||
| ☐ Woe | unique | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Weapon (Longsword), Unique |
||||||
| ☐ Ring of Evasion | rare | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Ring, Rare (Requires Attunement) |
||||||
| ☐ Spell Scroll of Summon Fiend | very_rare | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Scroll, Very Rare |
||||||
| ☐ Spell Scroll of Summon Undead | common | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Scroll, Uncommon |
||||||