Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Ring of Regeneration very_rare Against the Giants-Hall of the Fire Giant King Trade Log Show
☐ Spell Scroll of Snare common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the 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.

☐ Helm of Telepathy common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines Show
Notes:

Wondrous item, uncommon (requires attunement), Table F This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

☐ Spell Scroll of Beast Bond common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the 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 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.

☐ Potion of Greater Healing uncommon CCC-GHC-BK2-01 Shadows of Rith Keep CCC-GHC-BK2-01 Shadows of Rith Keep Show
Notes:

Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ Charlatan Dice common CCC-GHC-BK2-01 Shadows of Rith Keep CCC-GHC-BK2-01 Shadows of Rith Keep Show
Notes:

Whenever you roll this six-sided die, you can control which number it rolls.
This item can be found in Xanathar’s Guide to Everything.

☐ Spell Scroll of Bless uncommon CCC-GHC-BK2-01 Shadows of Rith Keep CCC-GHC-BK2-01 Shadows of Rith Keep Show
☐ Hat of Disquise uncommon DDAL08-03 Dock Ward Double Cross Trade Log Show
Notes:

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.

☐ Doss Lute uncommon DDHC-CoS Curse of Strahd Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a Bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

☐ Bag of Holding uncommon DDHC-KGV-01 - The Murkmire Malevolence DDHC-KGV-01 - The Murkmire Malevolence Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Dagger +1 uncommon DDHC-KGV-01 - The Murkmire Malevolence Trade Log Show
☐ Rapier +1 rare DDHC-KGV-02 The Stygian Gambit DDHC-KGV-02 The Stygian Gambit Show
☐ Broom of Flying uncommon DDHC-KGV-02 The Stygian Gambit DDHC-KGV-02 The Stygian Gambit Show
Notes:

Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

☐ Oil of Slipperiness uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
☐ Spell Scroll of Sleep uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
☐ Spell Scroll of Armor of Agathy's uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
☐ Wand of Magic Missile uncommon DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
Notes:

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

☐ Spell Scroll of Arms of Hadar common DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
☐ Potion of Healing common DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
Notes:

Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ Potion of Gaseous Form rare DDHC-KGV-03 - Reach for the Stars DDHC-KGV-03 - Reach for the Stars Show
Notes:

Potion, rare
When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.