Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Eyes of the Eagle
uncommon
Old wooden box
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage.
Gloves of Thievery
uncommon
Murder Room. In a hidden panel in the east bookshelf.
DDAL09-03 Hungry Shadows
Show
Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Periapt of Health
uncommon
Chesserie, grateful for the adventurers’ assistance.
DDAL09-04 Day of the Devil
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Pipes of the Sewers
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Wondrous item, uncommon (requires attunement)
While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.
The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.
Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
+1 Mace
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Weapon, uncommon
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action.
Headband of Intellect
uncommon
DDHC-BG:DIA - A Tale of Two Cities
DDHC-BG:DIA - A Tale of Two Cities
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Gem of Seeing
rare
DDAL09-05 Faces of Fortune
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
The gem regains 1d3 expended charges daily at dawn.
Glamoured Studded Leather
rare
DDAL09-06 Infernal Insurgency
DDAL09-06 Infernal Insurgency
Show
Notes:
Light armor (studded leather armor), rare
13 lb.
AC 12 + Dex
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Made from tough yet flexible giant abyssal crocodile hide leather, studded with what look to be teeth to make it studded leather.
Ring of Fire Resistance
rare
KftGV - Affair on the Concordant Express (GV Reward)
KftGV - Affair on the Concordant Express
Show
Notes:
Ring, rare
You have Resistance to Fire damage while wearing this ring. The ring is set with garnet.
Wand of Magic Missiles
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
+2 Rod of the Pact Keeper
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Rod, rare (requires attunement by a warlock)
2 lb.
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Horn of Valhalla, Silver
rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Wondrous item, rare
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.
A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands.
Mithral Chain Mail
uncommon
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Heavy armor, uncommon
55 lb.
AC 16
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
+3 Silvered Greatsword
very_rare
KftGV - Affair on the Concordant Express
KftGV - Affair on the Concordant Express
Show
Notes:
Weapon, very rare
Martial weapon, melee weapon
6 lb.
2d6 Slashing
Heavy, Two‑Handed
Mastery: Graze
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
This Silvered Greatsword once belonged to a Githyanki Knight.
Bowl of Commanding Water Elementals
rare
DDAL09-07 Diabolical Dive
DDAL09-07 Diabolical Dive
Show
Notes:
Wondrous item, rare
24 lb.
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
+1 Studded Leather Armor
rare
DDHC-BG:DIA - Elturel has Fallen
DDHC-BG:DIA - Elturel has Fallen
Show
Notes:
Light armor, rare
13 lb.
AC 12 + Dex
You have a +1 bonus to AC while wearing this armor.
Bracers of Defense
rare
DDHC-BG:DIA - Elturel has Fallen
DDHC-BG:DIA - Elturel has Fallen
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
+2 Longsword
rare
DDHC-BG:DIA - Elturel has Fallen
DDHC-BG:DIA - Elturel has Fallen
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
A longsword blessed by Lathander. Its blade hums with warm light, its runes glow faintly. The hilt, sun-bleached bone and leather, radiates comforting energy.
Wand of Magic Missiles
uncommon
DDHC-BG:DIA - Avernus
DDHC-BG:DIA - Avernus
Show
Notes:
Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Amulet of Proof against Detection and Location
uncommon
Vollis carries an amulet of proof against detection and location.
DDAL09-01 Escape from Elturel
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Name | Rarity | Location | Table ▼ | Result | Source | |
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Eyes of the Eagle | uncommon | Old wooden box | DDAL09-02 Stopped at the Gate | Show | ||
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Made of leather with lenses of dark red crystal. The frame is emblazoned with the emblem of a horse’s head on a sunburst. A character who succeeds on a DC 11 Intelligence (History) check knows that this symbol is the heraldry of the Hellriders. Elturgardian characters or those with the Soldier background make this check with advantage. |
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Gloves of Thievery | uncommon | Murder Room. In a hidden panel in the east bookshelf. | DDAL09-03 Hungry Shadows | Show | ||
Notes:
Wondrous item, uncommon |
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Periapt of Health | uncommon | Chesserie, grateful for the adventurers’ assistance. | DDAL09-04 Day of the Devil | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant. |
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Pipes of the Sewers | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. |
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+1 Mace | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
Notes:
Weapon, uncommon Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action. |
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Headband of Intellect | uncommon | DDHC-BG:DIA - A Tale of Two Cities | DDHC-BG:DIA - A Tale of Two Cities | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Gem of Seeing | rare | DDAL09-05 Faces of Fortune | Show | |||
Notes:
Wondrous item, rare (requires attunement) While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise). The gem regains 1d3 expended charges daily at dawn. |
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Glamoured Studded Leather | rare | DDAL09-06 Infernal Insurgency | DDAL09-06 Infernal Insurgency | Show | ||
Notes:
Light armor (studded leather armor), rare Made from tough yet flexible giant abyssal crocodile hide leather, studded with what look to be teeth to make it studded leather. |
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Ring of Fire Resistance | rare | KftGV - Affair on the Concordant Express (GV Reward) | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Ring, rare |
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Wand of Magic Missiles | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Wand, uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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+2 Rod of the Pact Keeper | rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Rod, rare (requires attunement by a warlock) In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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Horn of Valhalla, Silver | rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Wondrous item, rare A silver horn summons 2 Berserkers. They are Friendly to you and your allies and follow your commands. |
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Mithral Chain Mail | uncommon | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Heavy armor, uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. |
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+3 Silvered Greatsword | very_rare | KftGV - Affair on the Concordant Express | KftGV - Affair on the Concordant Express | Show | ||
Notes:
Weapon, very rare Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. This Silvered Greatsword once belonged to a Githyanki Knight. |
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Bowl of Commanding Water Elementals | rare | DDAL09-07 Diabolical Dive | DDAL09-07 Diabolical Dive | Show | ||
Notes:
Wondrous item, rare The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons. |
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+1 Studded Leather Armor | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Light armor, rare |
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Bracers of Defense | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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+2 Longsword | rare | DDHC-BG:DIA - Elturel has Fallen | DDHC-BG:DIA - Elturel has Fallen | Show | ||
Notes:
Weapon, rare Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. A longsword blessed by Lathander. Its blade hums with warm light, its runes glow faintly. The hilt, sun-bleached bone and leather, radiates comforting energy. |
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Wand of Magic Missiles | uncommon | DDHC-BG:DIA - Avernus | DDHC-BG:DIA - Avernus | Show | ||
Notes:
Wand, uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Amulet of Proof against Detection and Location | uncommon | Vollis carries an amulet of proof against detection and location. | DDAL09-01 Escape from Elturel | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |