Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ 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
☐ 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.
☐ 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.
☐ Tyr’s Blessing of Luck
common
CCC-BMG-24 PHLAN 2-3 The Royal We
CCC-BMG-24 PHLAN 2-3 The Royal We
Show
Notes:
Blessing, uncommon (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens
of Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks
and saving throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures
in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained.
☐ 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 Healing
common
DDEX1-1 Defiance in Phlan
DDEX1-1 Defiance in Phlan
Show
☐ Potion of Climbing
common
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
Show
Notes:
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
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.
☐ 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
☐ Scroll of Expeditious Retreat
common
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
☐ 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.
☐ Once Was Solace (TALKING DOLL)
common
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
Notes:
Wondrous Item, Common (Requires Attunement)
This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.
☐ 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
☐ Shatterspike
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.
☐ Scroll of Guiding Bolt
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
☐ Scroll of Command
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
☐ Scroll of Mage Armor
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
- - (a piece of cured leather)
☐ Night Caller
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Wondrous item, uncommon
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
☐ Spell Scroll of Haste
uncommon
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
☐ Scroll of Spider Climb
uncommon
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
- - (a drop of bitumen and a spider)
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ 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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| ☐ Potion of Heroism | common | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
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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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| ☐ Tyr’s Blessing of Luck | common | CCC-BMG-24 PHLAN 2-3 The Royal We | CCC-BMG-24 PHLAN 2-3 The Royal We | Show | ||
|
Notes:
Blessing, uncommon (requires attunement) |
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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 Healing | common | DDEX1-1 Defiance in Phlan | DDEX1-1 Defiance in Phlan | Show | ||
| ☐ Potion of Climbing | common | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Potion, common |
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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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| ☐ 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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| ☐ Scroll of Expeditious Retreat | common | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. |
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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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| ☐ Once Was Solace (TALKING DOLL) | common | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
|
Notes:
Wondrous Item, Common (Requires Attunement) |
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| ☐ 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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| ☐ Shatterspike | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Weapon (longsword), uncommon (requires attunement) You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. |
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| ☐ Scroll of Guiding Bolt | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. |
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| ☐ Scroll of Command | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. |
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| ☐ Scroll of Mage Armor | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
|
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| ☐ Night Caller | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Wondrous item, uncommon This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. |
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| ☐ Spell Scroll of Haste | uncommon | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
| ☐ Scroll of Spider Climb | uncommon | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
|
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