Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Spell Scroll of Plane Shift very_rare DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger Show
Notes:

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

  • - (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
☐ Tome of Clear Thought very_rare DDHC-MORD-02 Service Rewards Applied Show
Notes:

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Bloodwell Vial +3 very_rare DDHC-KGV 13 Fire and Darkness Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Staff of Power very_rare DDHC-CoS-4 Service Hours Awards Applied Show
Notes:

Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

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

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.

Notes: Stunned, Control, Debuff, Outerwear

☐ Radiance (Wand of the War Mage +1) unique 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

☐ Bag of Holding uncommon DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme Show
Notes:

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.

Notes: Utility, Container

☐ Helm of Comprehend Languages uncommon DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions Show
Notes:

Wondrous Item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Notes: Communication, Headwear

Animated Shield common DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
Potion of Supreme Healing x3 rare DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
Ring of Shooting Stars very_rare DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
Notes:

attunement

Frostbrand Scimitar very_rare DDEP05-02 The Ark of the Mountains (Tier 3) DDEP05-02 The Ark of the Mountains (Tier 3) Show
☐ Bracers of Archery uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

☐ Rod of the Pact Keeper, +3 very_rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) 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

☐ Potion of Invulnerability rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

☐ Potion of Greater Healing uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) 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

☐ Arrow-Catching Shield rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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.

☐ Potion of Speed very_rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) Show
Notes:

Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.

☐ Potion of Heroism rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) 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.

☐ Potion of Superior Healing very_rare DDAL-DRW-17-Expedition to the Supreme Forge DDAL-DRW-17-Expedition to the Supreme Forge 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