Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ Scroll of Sunburst
very_rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Bolt of Holding
very_rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target
☐ 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.
☐ Bolt of Blinding
very_rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target,
☐ 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.
☐ 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.
☐ 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
☐ 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 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 Speed
very_rare
DDAL-DRW-16-Uprising
DDAL-DRW-16-Uprising
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.
☐ 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.
☐ Ring of Invisibility
legendary
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
☐ 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
☐ Radiance (Wand of the War Mage +1)
unique
DDHC-CandleKeep Mysteries-The Price of Beauty
DDHC-CandleKeep Mysteries-The Price of Beauty
Show
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat
☐ 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.”
☐ 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
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Scroll of Sunburst | very_rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Bolt of Holding | very_rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
which casts hold person on a target hit with the bolt, as well as up to two other targets within 30 feet of that target |
||||||
| ☐ Dwarven Plate | very_rare | CCC-TRI-10 BHC1-1 Contact | CCC-TRI-10 BHC1-1 Contact | Show | ||
|
Notes:
Armor (plate), very rare 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. |
||||||
| ☐ Bolt of Blinding | very_rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target, |
||||||
| ☐ 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. |
||||||
| ☐ 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. |
||||||
| ☐ 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 Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ 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 |
||||||
| ☐ Potion of Invisibility | very_rare | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Potion, Very Rare |
||||||
| ☐ Potion of Speed | very_rare | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Potion, Very Rare |
||||||
| ☐ Spell Scroll of Summon Fiend | very_rare | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Scroll, Very Rare |
||||||
| ☐ Ring of Invisibility | legendary | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Ring, legendary (requires attunement) |
||||||
| ☐ 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 |
||||||
| ☐ Radiance (Wand of the War Mage +1) | unique | DDHC-CandleKeep Mysteries-The Price of Beauty | DDHC-CandleKeep Mysteries-The Price of Beauty | Show | ||
|
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster) While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat |
||||||
| ☐ Woe | unique | DDAL-DRW-16-Uprising | DDAL-DRW-16-Uprising | Show | ||
|
Notes:
Weapon (Longsword), Unique |
||||||
| ☐ Discord | unique | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
|
Notes:
Armor (Plate), Unique |
||||||