Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ 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.
☐ Rapier +1
rare
DDHC-KGV-02 The Stygian Gambit
DDHC-KGV-02 The Stygian Gambit
Show
☐ Spell Scroll of Bless
uncommon
CCC-GHC-BK2-01 Shadows of Rith Keep
CCC-GHC-BK2-01 Shadows of Rith Keep
Show
☐ 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.
☐ 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
☐ 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.
☐ 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.
☐ Dagger of Warning
uncommon
DDHC-KGV-03 - Reach for the Stars
DDHC-KGV-03 - Reach for the Stars
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.
☐ Spell Scroll of Arms of Hadar
common
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 Armor of Agathy's
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
☐ Oil of Slipperiness
uncommon
DDHC-KGV-03 - Reach for the Stars
DDHC-KGV-03 - Reach for the Stars
Show
☐ 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.
☐ 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
☐ 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.
☐ 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.
☐ Slippers of Spider Climbing
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous Item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
☐ 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.
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Broom of Flying | uncommon | DDHC-KGV-02 The Stygian Gambit | DDHC-KGV-02 The Stygian Gambit | Show | ||
|
Notes:
Wondrous Item, uncommon 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. |
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| ☐ Rapier +1 | rare | DDHC-KGV-02 The Stygian Gambit | DDHC-KGV-02 The Stygian Gambit | Show | ||
| ☐ Spell Scroll of Bless | uncommon | CCC-GHC-BK2-01 Shadows of Rith Keep | CCC-GHC-BK2-01 Shadows of Rith Keep | Show | ||
| ☐ 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. |
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| ☐ 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 Potions of Healing Potion of … Rarity HP Regained |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ Dagger of Warning | uncommon | DDHC-KGV-03 - Reach for the Stars | DDHC-KGV-03 - Reach for the Stars | Show | ||
|
Notes:
Weapon (any), uncommon (requires attunement) |
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| ☐ Spell Scroll of Arms of Hadar | common | 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 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. |
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| ☐ Spell Scroll of Armor of Agathy's | 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 | ||
| ☐ Oil of Slipperiness | uncommon | DDHC-KGV-03 - Reach for the Stars | DDHC-KGV-03 - Reach for the Stars | Show | ||
| ☐ Potion of Gaseous Form | rare | DDHC-KGV-03 - Reach for the Stars | DDHC-KGV-03 - Reach for the Stars | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Healing | common | DDHC-KGV-03 - Reach for the Stars | DDHC-KGV-03 - Reach for the Stars | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Doss Lute | uncommon | DDHC-CoS Curse of Strahd | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Bard) 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. |
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| ☐ 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. |
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| ☐ Slippers of Spider Climbing | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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| ☐ Bag of Holding | uncommon | DDHC-KGV-01 - The Murkmire Malevolence | DDHC-KGV-01 - The Murkmire Malevolence | Show | ||
|
Notes:
Wondrous Item, uncommon 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. |
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