Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Oathbow
very_rare
DDAL09-18 Consequences of Choice
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Notes:
Weapon (longbow), very rare (requires attunement)
When you nock an arrow with this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say “Swift death to you who have wronged me.”
The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can only have one sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Ring of Amity
very_rare
Service Reward: Ring of amity
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Notes:
Ring, Very Rare (Requires Attunement)
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Ring of Regeneration
very_rare
Trade Log
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Notes:
Ring, very rare (requires attunement)
This band of emerald is engraved with the face of a snarling troll. While the ring works to heal its wearer, it radiates a comfortable warmth and the troll head’s expression changes to a wicked grin.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of Resistance (Fire)
rare
Trade Log
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Notes:
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
Ring of Swimming
common
Trade Log
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Notes:
Ring, uncommon
This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
You have a Swim Speed of 40 feet while wearing this ring.
Ring of Warmth
uncommon
DDAL09-18 Consequences of Choice
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Notes:
Ring, Uncommon (requires attunement)
While wearing this ring you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Rod of Resurrection
legendary
Service Reward: Legendary
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Notes:
Rod, Legendary, (Requires Attunement by a Cleric, Druid, or Paladin)
The rod is engraved with sun symbols and bejeweled with faceted citrines. It glows equal to a torch when within 100 ft. of undead.
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it:
• Heal expends 1 charge)
• Resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Silvered Longbow [Crafted]
common
DDAL05-19 Eye of Xxiphu
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Notes:
Weapon (longbow), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Silvered Rapier
common
Purchase Log
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Notes:
Weapon (rapier), common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Staff of Power
common
DDAL05-19 Eye of Xxiphu
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Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. 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
• Cone of Cold 5
• Fireball (level 5 version) 5
• Globe of Invulnerability 6
• Hold Monster 5
• Levitate 2
• Lightning Bolt (level 5 version) 5
• Magic Missile 1
• Ray of Enfeeblement 1
• Wall of Force 5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
The Eye of Xxiphu
legendary
DDAL05-19 Eye of Xxiphu
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Notes:
Wondrous item, legendary
While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Tome of Leadership and Influence
very_rare
Trade Log
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Notes:
Wondrous Item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Tome of Understanding
common
DDAL05-19 Eye of Xxiphu
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Notes:
Wondrous Item, very rare
The cover of this iron-bound book is scribed with many swirling tentacles. A character carrying the book is always aware of eyes from a distant realm following them
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Wand of Scowls
common
Service Reward: Wand of Scowls
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Notes:
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.
Wand of the War Mage +3
very_rare
DDAL09-17 In the Hand
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Notes:
Wand, very rare (requires attunement by a spellcaster)
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Oathbow | very_rare | DDAL09-18 Consequences of Choice | Show | |||
Notes:
Weapon (longbow), very rare (requires attunement) The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can only have one sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. |
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Ring of Amity | very_rare | Service Reward: Ring of amity | Show | |||
Notes:
Ring, Very Rare (Requires Attunement) When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity’s bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. Invoking the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature’s attack is then turned into a critical hit. Once the rune has been invoked, it can’t be invoked again until the next dawn. |
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Ring of Regeneration | very_rare | Trade Log | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Ring of Resistance (Fire) | rare | Trade Log | Show | |||
Notes:
Ring, rare (requires attunement) |
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Ring of Swimming | common | Trade Log | Show | |||
Notes:
Ring, uncommon |
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Ring of Warmth | uncommon | DDAL09-18 Consequences of Choice | Show | |||
Notes:
Ring, Uncommon (requires attunement) |
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Rod of Resurrection | legendary | Service Reward: Legendary | Show | |||
Notes:
Rod, Legendary, (Requires Attunement by a Cleric, Druid, or Paladin) The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. |
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Silvered Longbow [Crafted] | common | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Weapon (longbow), common |
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Silvered Rapier | common | Purchase Log | Show | |||
Notes:
Weapon (rapier), common |
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Staff of Power | common | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) Spells. 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 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage. |
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The Eye of Xxiphu | legendary | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Wondrous item, legendary |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Tome of Understanding | common | DDAL05-19 Eye of Xxiphu | Show | |||
Notes:
Wondrous Item, very rare |
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Wand of Scowls | common | Service Reward: Wand of Scowls | Show | |||
Notes:
Wand, common The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles. |
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Wand of the War Mage +3 | very_rare | DDAL09-17 In the Hand | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) |