Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ 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.

☐ 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
☐ Ring of Warmth uncommon CCC-WWC-05 Tyrant of Orcs Trade Log Show
Notes:

Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

☐ 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.

☐ 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.

☐ Potion of Greater Healing uncommon BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy 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

☐ Spell Scroll of Revivify uncommon BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

  • - (diamonds worth 300 gp, which the spell consumes)
☐ Earring of Message uncommon BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Wondrous Item, common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.

☐ 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.

☐ 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.

☐ 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.

☐ Wand of Fireballs rare BMG-DRWEP-OD-01 - The Enemy of my Enemy BMG-DRWEP-OD-01 - The Enemy of my Enemy Show
Notes:

Wand, rare (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ 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