Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Rooster (Wand of Wonder) rare CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Rooster (Wand of Wonder)

Wand, rare (requires attunement by a spellcaster)

Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.

If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

Rod of Alertness very_rare CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Rod of Alertness (tier 3 only)

Rod, very rare (requires attunement)

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Story Award Favor of Candlekeep common CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Story Award: Favor of Candlekeep

Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource.

Mass Cure Wounds
Destructive Wave
Summon Celestial

Portable Hole common CCC-COS-01 The Only Way to be Sure Show
Notes:

Portable Hole
Wondrous item, rare, Table D

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. This item is found in the Dungeon Master’s Guide.

Dwarven Plate common CCC-TRI-10 Contact Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

This item can be found in the Dungeon Master’s Guide.

Story Award - Honorary Corps Member common CCC-TRI-10 Contact Show
Notes:

The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . .

Spellbook Necromancer common CCC-TRI-10 Contact Show
Notes:

Necromancer’s Spellbook

The spellbook contains the following spells:

1st level: false life, mage armor, ray of sickness

2nd level: blindness/deafness, ray of enfeeblement, web

3rd level: animate dead, counterspell, vampiric touch

4th level: blight, dimension door, stoneskin

5th level: bigby’s hand, cloudkill

6th level: circle of death

Spellscroll Comprehend Language common CCC-TRI-10 Contact Show
Superior Healing Potion 2x common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

4d4+4

Portable Hole common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Rare

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.

Ioun Stone of Intellect common DDAL-DRW-17 Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Very Rare (Requires Attunement)

This translucent green stone came from the Far Realm.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Moon-Touched Greatsword common DDAL-DRW-17 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, and is emitted from the viridian sphere.

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Spellwrought Tattoo: Raise Dead rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

Spellwrought Tattoo: Raise Dead

Wondrous item (tattoo), rare

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Spell: Raise Dead
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Potion of superior healing rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

Potion of superior healing
Potion, rare

You regain 8d4 + 8 hit points when you drink this potion.

The potion's red liquid glimmers when agitated.

Sapphire Buckler very_rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

Sapphire Buckler

Shield, very rare (requires attunement)

6 lb.

AC +2

This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

Minor Property: Hidden Message

A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location

Same der Hoffnung (DRACHENEI) für die Story common SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

In einer heiß-glühenden Schatulle findet ihr ein Ei. Bei seinem Anblick fühlt ihr euch an Sonneneruptionen erinnert, die ihr mehr als einmal im Wildspace bewundern durftet.

Dies ist der ungeborene Nachkomme, der stumme Zeuge der Vereinigung des Solardrachens Fortgen "die brennende Lanze" mit Raina der "Sonnenseglerin".

Und nun, da Fortgen vernichtet wurde, der zukünftige Verteidiger aller Bewohner seines Herrschaftsgebietes.

Spellscroll of Dominate Monster rare SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

Spell Scroll (5th): Hold Monster

Scroll, rare

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

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 is 15. 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.

A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell: Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels.

When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Classes: Bard, Sorcerer, Warlock, Wizard

2x Potion of superior healing common DDHC-CM The Canopic Being Show
Notes:

Potion, rare

You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Notes: Bonus: Hit Points, Healing, Consumable

Hat of Disguise uncommon DDHC-CM The Canopic Being Show
Notes:

Hat of Disguise
Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Watchful Helm very_rare DDHC-CM The Canopic Being Show
Notes:

Watchful Helm
Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

a shiny steel helm embossed with lidless eyes