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