Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Superior Healing rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
☐ Potion of Supreme Healing very_rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
☐ Potion of Water Breathing common DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Potion, uncommon
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

☐ Quiver of Ehlonna uncommon CCC-GHC-BK1-01 Into the Border Kingdoms Trade Log Show
Notes:

Wondrous item, uncommon, Table F
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak
leaves in varying shades of green. Each of the quiver's three compartments connects
to an extradimensional space that allows the quiver to hold numerous items while never weighing more
than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The
midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds
up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if
doing so from a regular quiver or scabbard.

☐ Radiance, a +1 wand of the war mage rare DDHC-CandleKeep Mysteries-The Price of Beauty DDHC-CandleKeep Mysteries-The Price of Beauty Show
Notes:

Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.

While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.

Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat

☐ Ring of Cold Resistance rare DDAL-CGB Cloud Giant's Bargain Trade Log Show
Notes:

Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

ROLL TABLE TO VTT
d10 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Force Sapphire
5 Lightning Citrine
6 Necrotic Jet
7 Poison Amethyst
8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel

☐ Ring of Invisibility legendary DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

☐ Ring of Mind Shielding uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.

☐ Ring of Protection common DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

☐ Ring of Resistance (Fire) rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.

☐ Ring of Shooting Stars very_rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

☐ Robe of Scintillating Colors very_rare DDHC-CM-Sarah of Yellowcrest Manor DDHC-CM-Sarah of YellowCrest Manor Show
Notes:

Robe of Scintillating Colors
Wondrous Item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

☐ Robe of Stars very_rare Service Hours Awarded Service Hours Awarded Show
Notes:

Wondrous Item, very rare (requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

☐ Rod of the Pact Keeper +3 very_rare DDAL05-18 The Mysterious Isle Service Hours Awarded 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

☐ Scroll of Protection (Lycanthropes) rare DDHC-TYP-Against the Giants-Hall of the Fire Giant King DDHC-TYP-Against the Giants-Hall of the Fire Giant King Show
Notes:

Scroll, rare
Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.

☐ Sending Stones uncommon DDAL 10-02 Gnashing Teeth DDAL 10-02 Gnashing Teeth Show
Notes:

Wondrous Item, uncommon
Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Notes: Communication

☐ Sentinel Shield uncommon DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level DDHC-Dungeon of the Mad Mage-Chap 6- The Lost Level Show
Notes:

Armor (shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Serpent’s Fang rare DDHC-CandleKeep Mysteries-Book of Cylinders DDHC-CandleKeep Mysteries-Book of Cylinders Show
Notes:

Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

☐ Shield +1 uncommon DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

☐ Shield +1 uncommon DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.