Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Pyrotechnics
common
Cavern in Feywild
WBW-DC Run, It's Not Running
Show
Notes:

Wand, common
1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
VR/A - (Sentinel) Elven Thrower (Nosse'Taralom)
very_rare
FR-DC-TCR-01 Tempest Callers Reaper
FR-DC-TCR-01 Tempest Callers Reaper
Show
Notes:

Weapon (Spear), very rare (requires attunement by a elf)
Simple weapon, melee weapon
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
3 lb.
1d6 Piercing
Thrown (20/60 ft.), versatile (1d8)
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Sentinel (Dragons). The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.
VR/A - Delver Staff of Fire (Thun'rok Thrymbra)
very_rare
FR-DC-FET-03 Vatras Fury
FR-DC-FET-03 Vatras Fury
Show
Notes:

Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell: Charge Cost
* Burning Hands: 1
* Fireball: 3
* Wall of Fire: 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Velahr´Kerym (Flame Tongue Longsword)
rare
Ruins of Duathampee
DDAL 00-02D Echoes of the Weeping War
Show
Notes:

Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.
UC/A - Broom of Flying
uncommon
DM Reward
Trade Log
Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.
As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Stone of Good Luck (Luckstone)
uncommon
Cavern of Gorig
DDAL00-02B The Weirding Vats
Show
Notes:

Wondrous Item, uncommon (requires attunement)
While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide.
Spell Scroll of Greater Restoration
common
Ruins of Duathampee
DDAL 00-02D Echoes of the Weeping War
Show
Notes:

Scroll, rare
You imbue a creature you touch with positive energy to undo a debilitating Effect. You can reduce the target’s Exhaustion level by one, or end one of the following Effects on the target:
* One Effect that Charmed or Petrified the target
* One curse, including the target’s Attunement to a Cursed magic item
* Any reduction to one of the target’s Ability Scores
* One Effect reducing the target’s hit point maximum
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 use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
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.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Spell Scroll of Fireball (5th lvl)
common
Ruins of Duathampee
DDAL 00-02D Echoes of the Weeping War
Show
Notes:

Scroll, rare
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried.
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 use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
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.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
Spell Scroll of Find Familiar
common
Cavern of Gorig
DDAL00-02B The Weirding Vats
Show
Notes:

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Sling Bullets +1
uncommon
Wasp Nest
WBW-DC Run, It's Not Running
Show
Notes:

Ammunition, uncommon
1.2 oz.
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Shield of Expression
common
CCC-GLIP-0102 Beneath Glip Dak
Show
Notes:
Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
This item can be found in Xanathar’s Guide to Everything.
R - Guardian Half Plate Armor +1 (Thurûmkhar)
rare
FR-DC-VET-01 Vatras Besieged
FR-DC-FET-01 Vatras Besieged
Show
Notes:

Armor (Half Plate Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
This Armor was once forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar, a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.
R - (Beacon) Glaive +2 (Grûmsh Bryndrak)
rare
FR-DC-FET-02 Vatras Abyss
FR-DC-FET-02 Vatras Abyss
Show
Notes:

Weapon (Glaive), Rare
Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre.
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.
R/A - Reveler's Concertina
rare
BMG-MOON-MD-03 The Lost Song
BMG-MOON-MD-03 The Lost Song
Show
Notes:

Wondrous Item, Rare (Requires Attunement by a Bard)
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
R/A - Fabric of Time (Guardian Mantle of Spell Resistance)
rare
Momentum
WBW-DC-MOM-01 One Moment
Show
Notes:

Wondrous item, rare (requires Attunement)
You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
R/A - Cloak of the Bat
rare
BMG-MOON-MD-02 The Tarthwood Curse
BMG-MOON-MD-02 The Tarthwood Curse
Show
Notes:

Wondrous item, rare (requires attunement)
This black cloak is slightly tattered, and has a strong scent of mushrooms and mildew, despite its otherwise clean appearance
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
R/A - Astromancy Archive
rare
Library
BMG-MOON-MD-01 Reverie and Murder
Show
Notes:

Wondrous item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
* When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Potion of Poison Resistance
common
Canyon
DDAL 00-02C Spawn of the Maimed Virulence
Show
Notes:

Potion, uncommon
When you drink this potion, you gain Resistance to poison damage for 1 hour.
Potion of Invisibility
common
Ruins of Duathampee
DDAL 00-02D Echoes of the Weeping War
Show
Notes:

Potion, very rare
When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.
Potion of Heroism
common
Cavern of Green Dragon
DDAL 00-02C Spawn of the Maimed Virulence
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).
Whenever you make an Attack roll or a saving throw before the Effect ends, you can roll a d4 and add the number rolled to the attack roll or saving throw.
This blue potion bubbles and steams as if boiling.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wand of Pyrotechnics | common | Cavern in Feywild | WBW-DC Run, It's Not Running | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. |
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VR/A - (Sentinel) Elven Thrower (Nosse'Taralom) | very_rare | FR-DC-TCR-01 Tempest Callers Reaper | FR-DC-TCR-01 Tempest Callers Reaper | Show | ||
Notes:
Simple weapon, melee weapon You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. 3 lb. 1d6 Piercing Thrown (20/60 ft.), versatile (1d8) Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Sentinel (Dragons). The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. |
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VR/A - Delver Staff of Fire (Thun'rok Thrymbra) | very_rare | FR-DC-FET-03 Vatras Fury | FR-DC-FET-03 Vatras Fury | Show | ||
Notes:
You have Resistance to Fire damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell: Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed. Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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Velahr´Kerym (Flame Tongue Longsword) | rare | Ruins of Duathampee | DDAL 00-02D Echoes of the Weeping War | Show | ||
Notes:
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UC/A - Broom of Flying | uncommon | DM Reward | Trade Log | Show | ||
Notes:
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you. |
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Stone of Good Luck (Luckstone) | uncommon | Cavern of Gorig | DDAL00-02B The Weirding Vats | Show | ||
Notes:
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Spell Scroll of Greater Restoration | common | Ruins of Duathampee | DDAL 00-02D Echoes of the Weeping War | 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 use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible. |
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Spell Scroll of Fireball (5th lvl) | common | Ruins of Duathampee | DDAL 00-02D Echoes of the Weeping War | 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 use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible. |
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Spell Scroll of Find Familiar | common | Cavern of Gorig | DDAL00-02B The Weirding Vats | Show | ||
Notes:
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Sling Bullets +1 | uncommon | Wasp Nest | WBW-DC Run, It's Not Running | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. |
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Shield of Expression | common | CCC-GLIP-0102 Beneath Glip Dak | Show | |||
Notes:
Armor (shield), common |
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R - Guardian Half Plate Armor +1 (Thurûmkhar) | rare | FR-DC-VET-01 Vatras Besieged | FR-DC-FET-01 Vatras Besieged | Show | ||
Notes:
You have a +1 bonus to Armor Class while wearing this armor. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. This Armor was once forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar, a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’. |
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R - (Beacon) Glaive +2 (Grûmsh Bryndrak) | rare | FR-DC-FET-02 Vatras Abyss | FR-DC-FET-02 Vatras Abyss | Show | ||
Notes:
Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre. You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light. |
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R/A - Reveler's Concertina | rare | BMG-MOON-MD-03 The Lost Song | BMG-MOON-MD-03 The Lost Song | Show | ||
Notes:
The bellows of this concertina display paintings of different fantastical locations each time they are closed and opened fully. While holding this concertina, you gain a +2 bonus to the saving throw DC of your bard spells. As an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn. |
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R/A - Fabric of Time (Guardian Mantle of Spell Resistance) | rare | Momentum | WBW-DC-MOM-01 One Moment | Show | ||
Notes:
You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. |
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R/A - Cloak of the Bat | rare | BMG-MOON-MD-02 The Tarthwood Curse | BMG-MOON-MD-02 The Tarthwood Curse | Show | ||
Notes:
This black cloak is slightly tattered, and has a strong scent of mushrooms and mildew, despite its otherwise clean appearance While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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R/A - Astromancy Archive | rare | Library | BMG-MOON-MD-01 Reverie and Murder | Show | ||
Notes:
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: |
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Potion of Poison Resistance | common | Canyon | DDAL 00-02C Spawn of the Maimed Virulence | Show | ||
Notes:
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Potion of Invisibility | common | Ruins of Duathampee | DDAL 00-02D Echoes of the Weeping War | Show | ||
Notes:
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Potion of Heroism | common | Cavern of Green Dragon | DDAL 00-02C Spawn of the Maimed Virulence | Show | ||
Notes:
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