Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Lightbringer uncommon 12b Service Hours Awarded, Uncommon Reward Service Hours Award_Common or Uncommon Show
Notes:

Weapon (mace), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Spellwrought Tatoo (2nd Level) uncommon 12b Service Hours Awarded, Uncommon Reward Service Hours Award_Common or Uncommon Show
Notes:

Wondrous Item (tattoo), varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.

Spellwrought Tattoo
Spell
Level

Rarity Spellcasting
Ability Mod. Save
DC Attack
Bonus
Cantrip Common +3 13 +5
1st Common +3 13 +5
2nd Uncommon +3 13 +5
3rd Uncommon +4 15 +7
4th Rare +4 15 +7
5th Rare +5 17 +9
Magic Tattoo Coverage
Tattoo Rarity Area Covered
Common One hand or foot or a quarter of a limb
Uncommon Half a limb or the scalp
Rare One limb
Very Rare Two limbs or the chest or upper back
Legendary Two limbs and the torso

☐ 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
☐ 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

☐ Weapon of Warning (Net) uncommon CCC-ELF-03-01 Death’s Claw CCC-ELF-03-01 Death’s Claw Show
☐ The Vines of Avarice (Gloves of Thievery) uncommon CCC-ELF-03-02 Echoes of Rage CCC-ELF-03-02 Echoes of Rage Show
Notes:

These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.

☐ Ilmatter's Respite (Wand of Smiles) common CCC-ELF-03-02 Echoes of Rage CCC-ELF-03-02 Echoes of Rage Show
Notes:

These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.

☐ Wand of Secrets uncommon CCC-SQC-03-01 Consumption CCC-SQC-03-01 Consumption Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ Pipe of Smoke Monsters common CCC-SQC-03-01 Consumption CCC-SQC-03-01 Consumption Show
Notes:

Wondrous Item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

☐ Potion of Climbing common CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

☐ Heward’s Handy Spice Pouch rare CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Wondrous Item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 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.

Notes: Utility, Container

☐ Winged Boots uncommon CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

This pair of boots is crafted by magically fusing leaves from the Comanthar forest and ancient magic that still lingers around Myth Drannor. The wearer of the boots leaves behind a trail of faintly sparkling dust that disappears almost immediately. The leaves on the boots changes color according to the season of the region.

☐ Potion of Heroism rare CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

☐ Horn of Silent Alarm common CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity Show
Notes:

Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

☐ Bag of Tricks (Rust) uncommon CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity Show
Notes:

Wondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Rust Bag of Tricks
ROLL TABLE TO VTT
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear

☐ Potion of Acid Resistance common CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity Show
☐ Alchemist's Fire (Flask) x2 common DAL07-01 A City on the Edge DAL07-01 A City on the Edge Show
Notes:

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

☐ Potion of Animal Friendship common DAL07-01 A City on the Edge DAL07-01 A City on the Edge Show
Notes:

Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

☐ Potion of Healing x3 common DAL07-01 A City on the Edge DAL07-01 A City on the Edge 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