Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ Potion of Healing x2
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
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
☐ 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 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.
☐ Potion of Invisibility
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
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 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.
☐ 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 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.
☐ 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.
☐ 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
☐ Potion of Superior Healing
rare
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
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
☐ Potion of Superior Healing
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
☐ 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
☐ 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.
☐ Quaal's Feather Token (Tree)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Wondrous Item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
d100 Feather Token
01-20 Anchor
21-35 Bird
36-50 Fan
51-65 Swan Boat
66-90 Tree
91-00 Whip
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable
☐ Ring of Free Action
rare
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ Ring of Shooting Stars
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.
☐ 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.
☐ Ring of Telekinesis
very_rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
☐ 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
☐ Rope of Entanglement
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Healing x2 | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | 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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| ☐ Potion of Heroism | common | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
||||||
| ☐ Potion of Heroism | rare | DDAL-DRW-18 Against the Machine | DDAL-DRW-18 Against the Machine | Show | ||
|
Notes:
Potion, rare |
||||||
| ☐ Potion of Invisibility | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
Potion, very rare |
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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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| ☐ 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 Mind Control (Beast) | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
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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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| ☐ 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 |
||||||
| ☐ Potion of Superior Healing | rare | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Potion of Superior Healing | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
| ☐ 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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| ☐ 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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| ☐ Quaal's Feather Token (Tree) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Wondrous Item, rare d100 Feather Token Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable |
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| ☐ Ring of Free Action | rare | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Ring of Shooting Stars | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
|
Notes:
Ring, very rare (requires attunement outdoors at night) |
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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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| ☐ Ring of Telekinesis | very_rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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| ☐ 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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| ☐ Rope of Entanglement | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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