Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Wand of Secrets
uncommon
CCC-BMG-MOON-1-2 Mind the Missive
CCC-BMG-MOON-1-2 Mind the Missive
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.
☐ Bag of Holding
uncommon
CCC-WWC-03 Tyrant of the Forgotten Forge
CCC-WWC-03 Tyrant of the Forgotten Forge
Show
Notes:
Magic Item Unlock
Bag of Holding
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
☐ +1 Splint Armor
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
☐ Scroll of Water Walking
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
☐ Scroll of Haste
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
☐ Potion of Invisibility
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
☐ Vial of Drow Poison
rare
CCC-HAL-03 Six Swords Unbound
CCC-HAL-03 Six Swords Unbound
Show
☐ Glamoured Studded Leather
rare
DDAL-04-09 The Tempter
DDAL-04-09 The Tempter
Show
Notes:
Armor (studded leather), rare
Any illusion of normal clothing and other types of armor created by this item can appear only to be of the finest quality. No matter what form it takes, when you wear this item, your appearance draws the eye of those around you. In its natural state, this armor is tight and immodestly cut.
☐ Scroll of Mass Cure Wounds
rare
DDAL-04-09 The Tempter
DDAL-04-09 The Tempter
Show
☐ Ring of Spell Storing
rare
DDAL 04-08 The Broken One
DDAL 04-08 The Broken One
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ Potion of Greater Healing
uncommon
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion.
Whatever its potency, the potion’s red liquid glimmers
when agitated.
☐ Spell Scroll of Dispel Magic
uncommon
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
SPELL SCROLL OF DISPEL MAGIC
Scroll, Uncommon
This spell scroll bears the words of a single dispel magic spell, written in a mystical cipher.
☐ Spell Scroll of Haste
uncommon
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
SPELL SCROLL OF HASTE
Scroll, Uncommon
This spell scroll bears the words of a single dispel haste spell, written in a mystical cipher.
☐ Once Was Solace (Talking Doll)
common
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
ONCE WAS SOLACE (TALKING DOLL)
Wondrous Item, Common (Requires Attunement)
This rag doll is worn and has several stitches crisscrossing its body. If you or one of your companions gave up a part of yourself to sustain Jhun’s Solace, the doll speaks with that voice. If you let Jhun’s Solace die, it speaks with Loluk’s voice. This voice is emotionless and distant, but perhaps there is still a smidgen of Loluk left, if you can find it. While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. Sentinel. The eyes of the doll glow faintly when an aberration is within 120 feet of it.
☐ Selendang Bomoh (Mantle of Spell Resistance)
rare
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
SELENDANG BOMOH (MANTLE OF SPELL
RESISTANCE)
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
☐ Tongkat Nenek Kebayan (Staff of Healing)
rare
WBW-DC-DMMC-01 Solitude of Solace
WBW-DC-DMMC-01 Solitude of Solace
Show
Notes:
TONGKAT NENEK KEBAYAN (STAFF OF
HEALING)
Staff, Rare (Requires Attunement by a Bard, Cleric or Druid)
This is a gnarled staff made of meranti. It is slightly longer than a regular walking stick and the top ends in a knot that fits nicely in the palm of one’s hand. Every time you wield the staff without attuning to it, you get the sense that ancient spirits are watching you. This staff has 10 charges. While holding it, 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 spellcasting ability modifier: cure wounds (1 charge per spell, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
☐ Tentacle Rod
rare
CCC-GHC-BK1-03 The Darkest Knight
CCC-GHC-BK1-03 The Darkest Knight
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
☐ Spell Scroll of Identify
uncommon
CCC-GHC-BK1-03 The Darkest Knight
CCC-GHC-BK1-03 The Darkest Knight
Show
Notes:
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
☐ Rod of the Pact Keeper +2
rare
DDEX3-13 Writhing in the Dark
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
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Wand of Secrets | uncommon | CCC-BMG-MOON-1-2 Mind the Missive | CCC-BMG-MOON-1-2 Mind the Missive | Show | ||
|
Notes:
Wand, uncommon |
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| ☐ Bag of Holding | uncommon | CCC-WWC-03 Tyrant of the Forgotten Forge | CCC-WWC-03 Tyrant of the Forgotten Forge | Show | ||
|
Notes:
Magic Item Unlock 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. |
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| ☐ Cloak of Protection +1 | uncommon | CCC-WWC-04 The Black Hand | CCC-WWC-04 The Black Hand | Show | ||
| ☐ +1 Splint Armor | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
| ☐ Scroll of Water Walking | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
| ☐ Scroll of Haste | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
| ☐ Potion of Invisibility | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
| ☐ Vial of Drow Poison | rare | CCC-HAL-03 Six Swords Unbound | CCC-HAL-03 Six Swords Unbound | Show | ||
| ☐ Glamoured Studded Leather | rare | DDAL-04-09 The Tempter | DDAL-04-09 The Tempter | Show | ||
|
Notes:
Armor (studded leather), rare |
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| ☐ Scroll of Mass Cure Wounds | rare | DDAL-04-09 The Tempter | DDAL-04-09 The Tempter | Show | ||
| ☐ Ring of Spell Storing | rare | DDAL 04-08 The Broken One | DDAL 04-08 The Broken One | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ Potion of Greater Healing | uncommon | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
Potion, uncommon |
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| ☐ Spell Scroll of Dispel Magic | uncommon | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
SPELL SCROLL OF DISPEL MAGIC |
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| ☐ Spell Scroll of Haste | uncommon | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
SPELL SCROLL OF HASTE |
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| ☐ Once Was Solace (Talking Doll) | common | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
ONCE WAS SOLACE (TALKING DOLL) |
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| ☐ Selendang Bomoh (Mantle of Spell Resistance) | rare | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
SELENDANG BOMOH (MANTLE OF SPELL |
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| ☐ Tongkat Nenek Kebayan (Staff of Healing) | rare | WBW-DC-DMMC-01 Solitude of Solace | WBW-DC-DMMC-01 Solitude of Solace | Show | ||
|
Notes:
TONGKAT NENEK KEBAYAN (STAFF OF |
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| ☐ Tentacle Rod | rare | CCC-GHC-BK1-03 The Darkest Knight | CCC-GHC-BK1-03 The Darkest Knight | Show | ||
|
Notes:
Rod, rare (requires attunement) |
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| ☐ Spell Scroll of Identify | uncommon | CCC-GHC-BK1-03 The Darkest Knight | CCC-GHC-BK1-03 The Darkest Knight | Show | ||
|
Notes:
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. |
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| ☐ Rod of the Pact Keeper +2 | rare | DDEX3-13 Writhing in the Dark | Trade Log | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) 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 |
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