Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Superior Healing Potions x2
uncommon
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Show
☐ Wand of Magic Missles
rare
CCC-Tarot02-09 The Thentia Job
CCC-Tarot02-09 The Thentia Job
Show
Notes:
Kianne Statuette (Wand of Magic Missiles)
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This small statuette is of a woman with outstretched arm and a crystal ball in her other hand. A woman’s face appears in the crystal ball if you use 3 charges or more at once.. Those who have met Kianne Amblerown sees an uncanny likeness between her and the statuette and face.
☐ Half-plate +1
rare
CCC-TRI-06 Haggard Heroes
CCC-TRI-06 Haggard Heroes
Show
Notes:
Armor (half plate), rare
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
You have a +1 bonus to AC while wearing this armor.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Stealth Disadvantage: Remove, Bonus: Armor Class, Combat, Warding, Stealth Disadvantage
☐ Ring of Spell Storing
rare
DDAL 04-08 The Broken One
DDAL 04-08 The Broken One
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ Spell Scroll of Mass Cure Wounds
rare
DDAL-04-09 The Tempter
DDAL-04-09 The Tempter
Show
Notes:
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
☐ Glamored Studded Leather
rare
DDAL-04-09 The Tempter
DDAL-04-09 The Tempter
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
☐ Potion of Frost Giant Strength
rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Show
Notes:
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
Type of Giant Strength Rarity
Potion of Hill Giant Strength 21 Uncommon
Potion of Frost Giant Strength 23 Rare
Potion of Stone Giant Strength 23 Rare
Potion of Fire Giant Strength 25 Rare
Potion of Cloud Giant Strength 27 Very Rare
Potion of Storm Giant Strength 29 Legendary
☐ Potion of Speed
very_rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
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 Greater Invisibility
rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Show
Notes:
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 14. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
☐ Potion of Invulnerability
rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Show
Notes:
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
☐ Staff of Thunder and Lightning
common
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of
silver lightning bolts atop it which cradle gleaming sapphire.
☐ Potion of Superior Healing
rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
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.
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
☐ Dark Shard Amulet
common
DDAL 10-07 Into Darkness
DDAL 10-07 Into Darkness
Show
Notes:
Wondrous Item, common (requires attunement by a warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
☐ Mace of Smiting
rare
DDAL 10-07 Into Darkness
DDAL 10-07 Into Darkness
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Potion of Mind Control (Beast)
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Potion, rare
When you drink this potion, you can cast a dominate beast
spell (save DC 15) before the end of your next turn.
If the target’s initial saving throw fails, the effect lasts for
1 hour (no concentration required). The charmed creature
has disadvantage on new saving throws to break the effect
during this time.
☐ Elixir of Health
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Elixir of Health
Potion, rare
When you drink this potion, it cures any disease afflicting
you, and it removes the blinded, deafened, paralyzed, and
poisoned conditions. The clear red liquid has tiny bubbles
of light in it.
☐ Crossbow Ammunition, +1
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
☐ Studded Leather Armor (Mariner's Armor)
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is
reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed
equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor
causes you to rise 60 feet toward the surface. The armor is
decorated with fish and shell motifs.
☐ Amulet of Health
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The
wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher
without it.
☐ Potion of Heroism
common
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Potion, rare
For 1 hour after drinking this potion, you gain 10
temporary hit points that last for 1 hour. For the same
duration, you are under the effect of the bless spell (no
concentration required). This blue potion bubbles and
steams as if boiling.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Superior Healing Potions x2 | uncommon | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
| ☐ Wand of Magic Missles | rare | CCC-Tarot02-09 The Thentia Job | CCC-Tarot02-09 The Thentia Job | Show | ||
|
Notes:
Kianne Statuette (Wand of Magic Missiles) Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This small statuette is of a woman with outstretched arm and a crystal ball in her other hand. A woman’s face appears in the crystal ball if you use 3 charges or more at once.. Those who have met Kianne Amblerown sees an uncanny likeness between her and the statuette and face. |
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| ☐ Half-plate +1 | rare | CCC-TRI-06 Haggard Heroes | CCC-TRI-06 Haggard Heroes | Show | ||
|
Notes:
Armor (half plate), rare You have a +1 bonus to AC while wearing this armor. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Notes: Stealth Disadvantage: Remove, Bonus: Armor Class, Combat, Warding, Stealth Disadvantage |
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| ☐ Ring of Spell Storing | rare | DDAL 04-08 The Broken One | DDAL 04-08 The Broken One | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ Spell Scroll of Mass Cure Wounds | rare | DDAL-04-09 The Tempter | DDAL-04-09 The Tempter | Show | ||
|
Notes:
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. |
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| ☐ Glamored Studded Leather | rare | DDAL-04-09 The Tempter | DDAL-04-09 The Tempter | Show | ||
|
Notes:
Armor (studded leather), rare Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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| ☐ Potion of Frost Giant Strength | rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. Type of Giant Strength Rarity |
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| ☐ Potion of Speed | very_rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Spell Scroll of Greater Invisibility | rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
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 14. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
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| ☐ Potion of Invulnerability | rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron. |
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| ☐ Staff of Thunder and Lightning | common | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
Staff, very rare (requires attunement) Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. This aspen staff shines brightly in direct light, The staff is almost perfectly smooth with a crown of |
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| ☐ Potion of Superior Healing | rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | 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. Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Dark Shard Amulet | common | DDAL 10-07 Into Darkness | DDAL 10-07 Into Darkness | Show | ||
|
Notes:
Wondrous Item, common (requires attunement by a warlock) You can use the amulet as a spellcasting focus for your warlock spells. |
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| ☐ Mace of Smiting | rare | DDAL 10-07 Into Darkness | DDAL 10-07 Into Darkness | Show | ||
|
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Potion of Mind Control (Beast) | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
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| ☐ Elixir of Health | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Elixir of Health |
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| ☐ Crossbow Ammunition, +1 | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
| ☐ Studded Leather Armor (Mariner's Armor) | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Armor (studded leather), uncommon |
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| ☐ Amulet of Health | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| ☐ Potion of Heroism | common | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
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