Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ 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.

☐ 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
☐ 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.

☐ Potion of Greater Healing uncommon CCC-BMG-11 HILL 1-3 Resurgence CCC-BMG-12 HILL 1-3 Resurgence Show
Notes:

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 Growth uncommon CCC-BMG-11 HILL 1-3 Resurgence CCC-BMG-12 HILL 1-3 Resurgence Show
Notes:

Potion, uncommon
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

☐ Potion of Fire Resistance uncommon CCC-BMG-11 HILL 1-3 Resurgence CCC-BMG-12 HILL 1-3 Resurgence Show
☐ ANTGALADION, HARMONIOUS DANCING LONGSWORD very_rare WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The blade of this elegantly curved elven longsword is made of the sharpest and coldest ice from the domain of Aesandoral the Ice Lord. As quick as the blizzard winds, it only takes one minute to attune. Its name is inscribed on its blade in Sylvan. Its command phrase is “Long may winter reign.”

☐ SHROUD OF NIGHT Cloak of Billowing common WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The dark fabric, hewn from the night sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.

☐ ARMOR OF THE FIRST FROST Elven Chain rare WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility. Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments.)

☐ Potion of Greater Healing uncommon WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
☐ Potion of Frost Breath uncommon WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
☐ Half Plate of Poison Resistance rare DDEX3-11 The Quest for Sporedome DDEX3-11 The Quest for Sporedome Show
☐ Potion of Greater Healing uncommon 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
☐ 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 DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show
☐ Potion of Poison uncommon DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark 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.

☐ 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.