Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ Enduring Spellbook
common
PS-DC-ELEMENT-DEATH-02 And Then They Attacked
Show
Notes:
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.
🗹 Mantle of Spell Resistance
common
DDAL-DRW11 Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
This cloak is wrought from cloth as dark as a starless night sky.
☐ Wand of Winter
common
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
Wand, rare (requires attunement)
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Casting Cantrips from Magic Items
Spells, including cantrips, cast from a magic item are cast at their lowest possible level unless the item states otherwise. A cantrip’s spell level is always 0, and if cast from an item, it doesn’t improve based on the user’s character level.
The wand of winter offers the ability to cast two versions of ray of frost. If ray of frost is cast without expending a charge, it’s the same as if a 1st-level character had cast it. If a charge is expended, it’s as if a 5th-level character had cast it—the damage increases to 2d8, but the spell’s level is still 0.
🗵 Moon-Touched Longsword
common
Trade Log
Show
🗹 Blood of Fury Tattoo
common
DDAL-DRW20 The Death of Szass Tam
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
When this tattoo is applied to a creature, it takes the form of an Abeiran dragonborn sigil that marks the individual as a being of “ill nature and worse temperament.”
☐ Moon-Touched Sword (Greatsword)
common
DDAL-DRW17 Expedition to the Supreme Forge
Show
Notes:
Weapon (greatsword), common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.
🗵 Moon-Touched Longsword
common
Blue Alley
DDHC-WDH-03 Blue Alley
Show
🗵 Boots of False Tracks
common
Trade Log
Show
Notes:
These thick-soled boots are made of supple black leather. When used to leave false tracks, the tracks they leave are filled with fresh blood—as if the creature leaving them was grievously wounded.
🎕 Necklace of Fireballs (5 beads)
common
DDAL-DRW18 Against the Machine
Show
Notes:
Carnelian orbs in clawlike settings hang from a heavy gold chain. Each stone is hot to the touch, and feels as if it could easily detach from its setting.
This necklace has 1d6 + 3 (5 total) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
☐ Goggles of Night
uncommon
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.
☐ +1 Amulet of the Devout
uncommon
Purchase Log
Show
☐ Moon Sickle, +1
uncommon
DDAL-DRW10 Unsafe Harborage
Show
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
🗹 Hellrider's Badge
rare
DDEP09-02: Hellfire Requiem
Show
Notes:
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.
Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.
Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
🗹 The Sixth Sword (+2 Rapier with Guardian minor property)
rare
CCC-HAL-03 Six Swords Unbound
Show
Notes:
Weapon, rare, Table G
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative
☐ Amulet of Health
rare
DDAL-DRW09 Vile Bounty
Show
Notes:
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
☐ Ring of X-Ray Vision
rare
DDAL-DRW10 Unsafe Harborage
Show
Notes:
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.”
☐ +2 Amulet of the Devout
rare
DDAL-DRW11 Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
☐ Flame Tongue Longsword
rare
DDAL-DRW13 The Night Thieves
Show
Notes:
This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water. These patterns shift and change slowly over time.
🗹 The Sixth Sword (+2 Rapier with Guardian minor property)
rare
CCC-HAL-03 Six Swords Unbound
Show
Notes:
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative
☐ Bracers of Defense
rare
DDAL-DRW14 The City That Should Not Be
Show
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Enduring Spellbook | common | PS-DC-ELEMENT-DEATH-02 And Then They Attacked | Show | |||
|
Notes:
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. |
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| 🗹 Mantle of Spell Resistance | common | DDAL-DRW11 Shadows in the Stacks | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) |
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| ☐ Wand of Winter | common | DDAL-DRW12 To Walk the Cold Dark | Show | |||
|
Notes:
Wand, rare (requires attunement) Casting Cantrips from Magic Items |
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| 🗵 Moon-Touched Longsword | common | Trade Log | Show | |||
| 🗹 Blood of Fury Tattoo | common | DDAL-DRW20 The Death of Szass Tam | Show | |||
|
Notes:
Wondrous item (tattoo), legendary (requires attunement) |
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| ☐ Moon-Touched Sword (Greatsword) | common | DDAL-DRW17 Expedition to the Supreme Forge | Show | |||
|
Notes:
Weapon (greatsword), common |
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| 🗵 Moon-Touched Longsword | common | Blue Alley | DDHC-WDH-03 Blue Alley | Show | ||
| 🗵 Boots of False Tracks | common | Trade Log | Show | |||
|
Notes:
These thick-soled boots are made of supple black leather. When used to leave false tracks, the tracks they leave are filled with fresh blood—as if the creature leaving them was grievously wounded. |
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| 🎕 Necklace of Fireballs (5 beads) | common | DDAL-DRW18 Against the Machine | Show | |||
|
Notes:
Carnelian orbs in clawlike settings hang from a heavy gold chain. Each stone is hot to the touch, and feels as if it could easily detach from its setting. |
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| ☐ Goggles of Night | uncommon | DDAL-DRW12 To Walk the Cold Dark | Show | |||
|
Notes:
Wondrous item, uncommon |
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| ☐ +1 Amulet of the Devout | uncommon | Purchase Log | Show | |||
| ☐ Moon Sickle, +1 | uncommon | DDAL-DRW10 Unsafe Harborage | Show | |||
|
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) |
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| 🗹 Hellrider's Badge | rare | DDEP09-02: Hellfire Requiem | Show | |||
|
Notes:
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders. |
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| 🗹 The Sixth Sword (+2 Rapier with Guardian minor property) | rare | CCC-HAL-03 Six Swords Unbound | Show | |||
|
Notes:
Weapon, rare, Table G This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative |
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| ☐ Amulet of Health | rare | DDAL-DRW09 Vile Bounty | Show | |||
|
Notes:
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north. |
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| ☐ Ring of X-Ray Vision | rare | DDAL-DRW10 Unsafe Harborage | Show | |||
|
Notes:
This ring bears a topaz in the shape of a jack-o’-lantern. Its command word is “pumpkin.” |
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| ☐ +2 Amulet of the Devout | rare | DDAL-DRW11 Shadows in the Stacks | Show | |||
|
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin) |
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| ☐ Flame Tongue Longsword | rare | DDAL-DRW13 The Night Thieves | Show | |||
|
Notes:
This crucible steel blade is covered in a distinctive pattern of banding and mottling reminiscent of flowing water. These patterns shift and change slowly over time. |
||||||
| 🗹 The Sixth Sword (+2 Rapier with Guardian minor property) | rare | CCC-HAL-03 Six Swords Unbound | Show | |||
|
Notes:
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative |
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| ☐ Bracers of Defense | rare | DDAL-DRW14 The City That Should Not Be | Show | |||