Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Spell Scroll of Bestow Curse uncommon Purchased Scroll from AL Vendor Scribed Spells from Purchased Scrolls Show
☐ Blazherserblane (BLAH-JER-SIR-BLAIN) - Longsword (Beacon Minor Property) rare FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

ONGSWORD (BEACON MINOR PROPRIETY)
Weapon (Longsword), rare
You gain a +2 bonus to atack and damage rolls made with this
magic weapon. It has the beacon minor property. The bearer
can use a bonus action to cause the item to shed bright light in
a 10-foot radius and dim light for an additional 10 feet, or to
extnguish the light.

☐ Spell Scroll of Summon Shadowspawn uncommon FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

☐ Deck of Illusions common FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

Wondrous Item, Common
This box contains a set of parchment cards. A full deck has 34
cards. A deck found as treasure is usually missing 1d20 − 1
cards.
The magic of the deck func􀆟ons only if cards are drawn at
random (you can use an 0altered deck of playing cards to
simulate the deck). You can use an ac􀆟on to draw a card at
random from the deck and throw it to the ground at a point
within 30 feet of you.
An illusion of one or more creatures forms over the thrown
card and remains un􀆟l dispelled. An illusory creature appears
real, of the appropriate size, and behaves as if it were a real
creature except that it can do no harm. While you are within
120 feet of the illusory creature and can see it, you can use an
ac􀆟on to move it magically anywhere within 30 feet of its card.
Any physical interac􀆟on with the illusory creature reveals it to
be an illusion, because objects pass through it. Someone who
uses an ac􀆟on to visually inspect the creature iden􀆟fies it as
illusory with a successful DC 15 Intelligence (Inves􀆟ga􀆟on)
check. The creature then appears translucent.
The illusion lasts un􀆟l its card is moved or the illusion is
dispelled. When the illusion ends, the image on its card
disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts E􀆫n
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage appren􀆟ce
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

☐ Folding Boat uncommon Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
Notes:

Command Word "Shrimpkin"

Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

☐ Eyes of Minute Seeing common Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ Spell Scroll of Levitate common Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
☐ Arcane Grimoire +2 rare DDHC-KGV-07 Axe from the Grave Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Staff of Power very_rare DDHC-CoS-4 Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Show
Notes:

Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

☐ Potion of Poison uncommon DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show
☐ Potion of Greater Healing uncommon DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show
☐ Rod of the Pact Keeper +2 rare DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show
☐ Potion of Greater Healing uncommon DDEX3-11 The Quest for Sporedome DDEX3-11 The Quest for Sporedome Show
☐ Half Plate of Poison Resistance rare DDEX3-11 The Quest for Sporedome DDEX3-11 The Quest for Sporedome Show
☐ Potion of Diminution rare DDEX3-11 The Quest for Sporedome DDEX3-11 The Quest for Sporedome Show
☐ Cape of the Mountebank rare DDAL-DRW05 Uncertain Scrutiny Service Hours Awarded_2024: 50th Anniversary_Rare Reward Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

☐ Potion of Healing common DDAL07-04 A Walk in the Park DDAL07-04 A Walk in the Park 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

☐ Goggles of Night uncommon DDAL07-04 A Walk in the Park DDAL07-04 A Walk in the Park Show
Notes:

Wondrous Item, uncommon
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.

☐ Spell Scroll: Ice Knife uncommon DDAL07-03 A Day at the Races DDAL07-03 A Day at the Races Show
Notes:

Scroll, uncommon

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
* - (a drop of water or a piece of ice)

☐ Quarterstaff +1 uncommon DDAL07-03 A Day at the Races DDAL07-03 A Day at the Races Show
Notes:

You gain +1 to attack and damage rolls with this weapon.