Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Ring of Telekinesis
very_rare
12b Service Hours Awarded_Very Rare
Service Hours Award_Very Rare
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
☐ 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.
☐ 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.
☐ 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
☐ Scale Mail +1
rare
DDHC-KGV-08 - Vidorant's Vault
Trade Log
Show
Notes:
Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor.
☐ 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
☐ 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.
☐ Chime of Opening
rare
DDHC-CandleKeep Mysteries-Book of Cylinders
Trade Log
Show
Notes:
Wondrous Item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
☐ Potion of Heroism
rare
BMG-DRWEP-OD-01 - The Enemy of my Enemy
BMG-DRWEP-OD-01 - The Enemy of my Enemy
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.
☐ 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.
☐ 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
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Ring of Telekinesis | very_rare | 12b Service Hours Awarded_Very Rare | Service Hours Award_Very Rare | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
||||||
| ☐ 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) |
||||||
| ☐ 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. |
||||||
| ☐ 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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| ☐ Scale Mail +1 | rare | DDHC-KGV-08 - Vidorant's Vault | Trade Log | Show | ||
|
Notes:
Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor. |
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| ☐ 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 |
||||||
| ☐ Scroll of Mass Cure Wounds | rare | DDAL-04-09 The Tempter | DDAL-04-09 The Tempter | Show | ||
| ☐ 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) 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. |
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| ☐ Chime of Opening | rare | DDHC-CandleKeep Mysteries-Book of Cylinders | Trade Log | Show | ||
|
Notes:
Wondrous Item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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| ☐ Potion of Heroism | rare | BMG-DRWEP-OD-01 - The Enemy of my Enemy | BMG-DRWEP-OD-01 - The Enemy of my Enemy | Show | ||
|
Notes:
Potion, rare |
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| ☐ 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 |
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| ☐ 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 | ||