Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Potion of Heroism uncommon CCC-WWC-07 The Icy Hand of Hate CCC-WWC-07 The Icy Hand of Hate Show
☐ Rod of the Pact Keeper +1 uncommon Faction Item: +1 Rod of the Pact Keeper (Season 10) Trade Log Show
Notes:

Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

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

☐ Potion of Greater Healing uncommon CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
☐ Bag of Holding uncommon CCC-WWC-03 Tyrant of the Forgotten Forge CCC-WWC-03 Tyrant of the Forgotten Forge 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.

☐ Cloak of Protection +1 uncommon CCC-WWC-04 The Black Hand CCC-WWC-04 The Black Hand Show
Notes:

Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

☐ Insect Repellent-Salve common DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark Show
Notes:

Type: Adventuring Gear Cost: 1 gp Weight: --
Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothé controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.

A gourd or vial of salve, which sells for 1 gp, contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain.

☐ Spell Scroll: Feather Fall common CCC-WWC-06 The Fear of Fiends CCC-WWC-06 The Fear of Fiends Show
☐ Spell Scroll: Silence common CCC-WWC-06 The Fear of Fiends CCC-WWC-06 The Fear of Fiends Show
☐ Gloves of Missile Snaring common CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
Notes:

Wondrous Item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

☐ Potion of Healing common DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark 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

☐ Spell Scroll: Mage Armor common Trading Post-Gen Con Purchase Log Show
Notes:

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

  • - (a piece of cured leather)
☐ Mystery Key common CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

☐ Spell Scroll: Comprehend Languages x4 common Trading Post-Gen Con Purchase Log Show
Notes:

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

  • - (a pinch of soot and salt)