Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Potion of necrotic Resistance common DDAL10-03 Divining Evil Show
Notes:

Potion of Necrotic Resistance

Potion, uncommon

When you drink this potion, you gain resistance to necrotic damage for 1 hour.

Potion of Speed very_rare DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC Show
Notes:

Potion of Speed
Potion, very rare

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

Rapier of Warning (Toter Verwandter) uncommon DDHC-JRC-06 Sins of Our Elders Show
Notes:

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning

Rod of the Pact Keeper +3 (The Eye of the Deep-Caller) very_rare DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC Show
Notes:

+3 Rod of the Pact Keeper (The Eye of the Deep-Caller)
DMG'24p301
Rod, very rare (requires attunement by a warlock)
2 lb.

"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."

While holding this rod, you gain a +3 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.

Scroll of Beast Bond uncommon CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines Show
Notes:

You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.

Sentinel Shield uncommon DDAL10-03 Divining Evil Show
Notes:

Sentinel Shield

Armor (shield), uncommon - 6 lb. AC +2

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

Spellscroll of Identify common CCC-GHC-BK1-03 - The Darkest Knight (T2, APL 8) Show
Notes:

Spell Scroll of Identify
Scroll, common, Table A
This scroll contains a single identify spell. This item can be found on page 200 of the
Dungeon Master's Guide.

Spell Scroll of Snare uncommon CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines Show
Notes:

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.

A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.

After the trap is triggered, the spell ends when no creature is Restrained by it.

Staff of Healing rare DDEP4 - Reclamation of Phlan Show
Notes:

Staff of Healing

Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5

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 vanishes in a flash of light, lost forever.

The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.

Staff of the Python uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Story Award - Friend of the Sha'sal Khou common BMG-DRW-OD-02 Something Wicked Show
Notes:

Friend of the Sha’sal Khou. You have a contact in the Sha’sal Khou, a gith faction that aims to unite the githyanki and the githzerai. They are a powerful ally, and look favorably upon you, but won’t act on your behalf without persuasion.

Story Award State of Candlekeep common DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC Show
Notes:

State of Candlekeep: Bowed but Not Broken

You defended Candlekeep against the incursions of the Far Realm and the Tenebrous Creed, however, the toll was great.

The librarians were able to assist you in your quest against Szass Tam.

Talking Doll (Spieluhr) common SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Talking Doll

Wondrous item, common (requires attunement)

While this music box 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 set a condition under which the box speaks or sings 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.

It has the following song as default:

"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,

Licht und Hoffnung werden sie am Ende doch immer verjagen.

Was auch immer passieren sollte,vertrau und lausche nur mir

Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."

Wand of Fireballs rare Trade Log Show
Notes:

Wand of Fireballs

Source: Dungeon Master's Guide

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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 crumbles into ashes and is destroyed.

Wand of Lightning Bolts rare Trade Log Show
Notes:

Wand of Lightning Bolts Rare true
Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed.