Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
☐ Potion of Invisibility very_rare DDAL-DRW-16-Uprising DDAL-DRW-16-Uprising Show
Notes:

Potion, Very Rare
This potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for 1
hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.

☐ Potion of Greater Healing uncommon DDAL-DRW-16-Uprising DDAL-DRW-16-Uprising Show
Notes:

Potion, Uncommon
You regain 4d4 + 4 hit points when you drink this potion.
Its red liquid glimmers when agitated.

☐ 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

☐ 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

☐ 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

☐ Potion of Superior Healing very_rare DDAL-DRW-17-Expedition to the Supreme Forge DDAL-DRW-17-Expedition to the Supreme Forge Show
Notes:

Potion, common
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.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ Tome of Clear Thought very_rare DDHC-MORD-02 Service Rewards Applied Show
Notes:

Wondrous item, very rare

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

☐ Eldritch Staff very_rare Source: The Wild Beyond The Witchlight Trade Log Show
Notes:

Staff, Very Rare (Requires Attunement)

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.

☐ Dwarven Plate very_rare CCC-TRI-10 BHC1-1 Contact CCC-TRI-10 BHC1-1 Contact Show
Notes:

Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

☐ 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.

☐ 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*

☐ Scroll of Detect Magic uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Prestidigitation common Against the Giants-Hall of the Fire Giant King Show
☐ Potion of Healing common Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Comprehend Languages uncommon Against the Giants-Hall of the Fire Giant King Show
☐ Potion of Greater Healing uncommon Against the Giants-Hall of the Fire Giant King Show
☐ 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.

☐ Potion of Vitality very_rare Against the Giants-Hall of the Fire Giant King 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.

☐ Scroll of Mind Blank uncommon Against the Giants-Hall of the Fire Giant King Show
☐ 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