Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ Hand Crossbow +1
uncommon
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Hell Hound Cloak
rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Hell Hound Cloak
Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
☐ Helm of Comprehend Languages
uncommon
DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions
DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions
Show
Notes:
Wondrous Item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Notes: Communication, Headwear
☐ Horseshoes of a Zephyr
very_rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Wondrous Item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
☐ Ioun stone of intellect (very rare, attunement)
very_rare
DDAL-DRW-17-Expedition to the Supreme Forge
DDAL-DRW-17-Expedition to the Supreme Forge
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.
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.
This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish.
Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Notes: Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding
☐ 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.
☐ Javelin of Lightning
uncommon
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
☐ 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
☐ Mace +2
common
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Made of a Strange black metal
☐ Mage's Spellbook
common
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
This hardcover tome with a glossy cover has several sections of pages that have separated from the
binding. It appears numerous attempts have been made to reattach the cover using glue. Scribbled on
the inside back cover are the phrases “Frog cult?” and “Dave says ‘hi’.” It contains the following spells:
1st level: absorb elements, detect magic, earth tremor, mage armor, magic missile, shield
2nd level: earthbind, pyrotechnics, misty step, skywrite, suggestion
3rd level: counterspell, erupting earth, fireball, flame arrows, fly
4th level: elemental bane, greater invisibility, ice storm, watery sphere*
5th level: cone of cold, control winds*
☐ Mantle of Spell Resistance
rare
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless
night sky.
You have advantage on saving throws against spells while
you wear this cloak.
☐ Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Wondrous Item, very rare
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Mind Crystal (Quickening)
rare
PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls
PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls
Show
Notes:
Wondrous Item, varies
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.
Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.
Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours.
Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.
Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
☐ Mirror of Seeing
rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
(weighing 100 pounds) that functions similarly to a gem of seeing
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
☐ Mithral Plate
uncommon
Against the Giants-Hall of the Fire Giant King
Show
☐ Moon-touched greatsword (common)
common
DDAL-DRW-17-Expedition to the Supreme Forge
DDAL-DRW-17-Expedition to the Supreme Forge
Show
Notes:
Weapon (any sword), common
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.
Applicable Weapons:
Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light
Notes: Utility, Heavy, Two-Handed
☐ Pike +2
rare
D&D® ADVENTURERS LEAGUE TRADING POST
Trade Log
Show
☐ Piwafi of Cold Resistance
rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Wondrous Item, rare (requires attunement)
This cloak is a cloak of elvenkind. It also grants you resistance to Cold damage while you wear it. It loses its magic if exposed to sunlight for 1 hour without interruption.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
☐ Portable Hole
rare
DDAL-DRW-17-Expedition to the Supreme Forge
DDAL-DRW-17-Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, rare
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.
Notes: Utility, Container
☐ Potion of Diminution
rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Hand Crossbow +1 | uncommon | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Hell Hound Cloak | rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Hell Hound Cloak |
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| ☐ Helm of Comprehend Languages | uncommon | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | Show | ||
|
Notes:
Wondrous Item, uncommon Notes: Communication, Headwear |
||||||
| ☐ Horseshoes of a Zephyr | very_rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Wondrous Item, very rare |
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| ☐ Ioun stone of intellect (very rare, attunement) | very_rare | DDAL-DRW-17-Expedition to the Supreme Forge | DDAL-DRW-17-Expedition to the Supreme Forge | 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. 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. This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish. Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head. Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head. Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head. Notes: Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding |
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| ☐ 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. |
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| ☐ Javelin of Lightning | uncommon | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Javelin of Lightning The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
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| ☐ 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. |
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| ☐ Mace +2 | common | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Made of a Strange black metal |
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| ☐ Mage's Spellbook | common | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
|
Notes:
This hardcover tome with a glossy cover has several sections of pages that have separated from the 1st level: absorb elements, detect magic, earth tremor, mage armor, magic missile, shield |
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| ☐ Mantle of Spell Resistance | rare | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows in the Stacks | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| ☐ Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Mind Crystal (Quickening) | rare | PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls | PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls | Show | ||
|
Notes:
Wondrous Item, varies When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell. Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet. Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls. Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours. Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting. Subtle (Common). You cast the spell without any somatic or verbal components for this casting. |
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| ☐ Mirror of Seeing | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
(weighing 100 pounds) that functions similarly to a gem of seeing The gem regains 1d3 expended charges daily at dawn. |
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| ☐ Mithral Plate | uncommon | Against the Giants-Hall of the Fire Giant King | Show | |||
| ☐ Moon-touched greatsword (common) | common | DDAL-DRW-17-Expedition to the Supreme Forge | DDAL-DRW-17-Expedition to the Supreme Forge | Show | ||
|
Notes:
Weapon (any sword), common Applicable Weapons: Name Type Damage Properties Notes: Utility, Heavy, Two-Handed |
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| ☐ Pike +2 | rare | D&D® ADVENTURERS LEAGUE TRADING POST | Trade Log | Show | ||
| ☐ Piwafi of Cold Resistance | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. |
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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:
Wondrous Item, rare 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. Notes: Utility, Container |
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| ☐ Potion of Diminution | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Potion, rare |
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