Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Rod of the Pact Keeper +3
very_rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (For level 11-16 characters)
Trade Log
Show
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Instrument of the Bards (Anstruth Harp)
very_rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard)
The graceful curves, intricate decoration, and peerless sound of this harp mark it as one of greatest musical
instruments ever fashioned. Carvings in the harp’s golden wood depict the gods dancing to the music of Milil, god of song.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds(5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
☐ Spell Scroll of Silence
uncommon
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
☐ Spell Scroll of Cone of Cold
rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
☐ Potion of Invulnerability
rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
Notes:
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
☐ Potion of Heroism
rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
Notes:
Potion, rare
For 1 hour after drinking it, 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.
☐ Necklace of Fireballs (9 charges)
rare
DDAL-DRW-18 Against the Machine
DDAL-DRW-18 Against the Machine
Show
Notes:
Wondrous Item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
☐ 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.
☐ Potion of Superior Healing
common
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
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.
☐ Moon-Touched Sword (Greatsword)
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
☐ Bracers of Defense
rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
☐ Belt of Stone Giant Strength
very_rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Magic Items
Belt of Stone Giant Strength
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
☐ Potion of Vitality
common
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Potion of Vitality
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.
Potion of Comprehension
common
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Potion, common
When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.
☐ 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.
☐ 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
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Rod of the Pact Keeper +3 | very_rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (For level 11-16 characters) | Trade Log | Show | ||
|
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Instrument of the Bards (Anstruth Harp) | very_rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of the following spells: control weather, cure wounds(5th level), fly, invisibility, levitate, protection from evil and good, or wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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| ☐ Spell Scroll of Silence | uncommon | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
| ☐ Spell Scroll of Cone of Cold | rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
| ☐ Potion of Invulnerability | rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Heroism | rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
|
Notes:
Potion, rare |
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| ☐ Necklace of Fireballs (9 charges) | rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
|
Notes:
Wondrous Item, rare You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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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. |
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| ☐ Potion of Superior Healing | common | 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 |
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| ☐ Ioun Stone of Intellect | 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. |
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| ☐ Moon-Touched Sword (Greatsword) | 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 |
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| ☐ Bracers of Defense | rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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| ☐ Belt of Stone Giant Strength | very_rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Magic Items |
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| ☐ Potion of Vitality | common | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Potion of Vitality |
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| Potion of Comprehension | common | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Potion, common |
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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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| ☐ 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 | ||