Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Mind Crystal (Quickening) rare PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls Show
Notes:

Wondrous Item, varies
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.

When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.

Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.

Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.

Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.

Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours.

Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.

Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.

Subtle (Common). You cast the spell without any somatic or verbal components for this casting.

☐ +1 Ring of Protection rare Renown Item Renown Items: +1 Wand of the War Mage; +1 Ring of Protection Show
☐ Hell Hound Cloak rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

Hell Hound Cloak
Wondrous item, rare (requires attunement)
This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.

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
☐ Portable Hole rare DDAL-DRW-17-Expedition to the Supreme Forge DDAL-DRW-17-Expedition to the Supreme Forge Show
Notes:

Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in 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

☐ Ring of Evasion rare DDAL-DRW-16-Uprising DDAL-DRW-16-Uprising Show
Notes:

Ring, Rare (Requires Attunement)
Crafted for the Red Wizards, this ring bears their symbol
(eight orbs spiraling around an arcane starburst) carved
into a jasper gem. The ring can only be destroyed by a
moon-touched sword.
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. When you fail a Dexterity saving
throw while wearing it, you can use your reaction to expend
1 of its charges to succeed on that saving throw instead.

☐ Knave's Eye Patch rare DRW-DDEP04-Tears Among the Stars DRW-DDEP04-Tears Among the Stars Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:

You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Notes: Advantage: Perception

☐ Tentacle Rod rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

Tentacle Rod
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.

☐ Potion of Superior Healing rare CCC-ROZK-0102 Zhentarim’s Lament CCC-ROZK-0102 Zhentarim’s Lament Show
Notes:

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.
8d4 + 8

☐ Half-Plate +2 rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Brazier of Commanding Fire Elementals rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
Notes:

Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Notes: Summoning

☐ Whip +2 rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ Spell Scroll of Locate Creature-Scribed into Spellbook rare CCC-BMG-MOON15-3 Fallen Wonder CCC-BMG-MOON15-3 Fallen Wonder Show
Notes:

Scroll, Rare
This spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on
your class's spell list, you can use an action to read the scroll and cast its spell without having
to provide any of the spell's components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you
must make an ability check using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell's level (4). On a failed check, the spell
disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll
fade, and the scroll itself crumbles to dust. See the Player’s Handbook for information on
the spell on this scroll. This item is found in the Dungeon Master’s Guide.

☐ Potion of Speed rare Against the Giants-Hall of the Fire Giant King Against the Giants-Hall of the Fire Giant King Show
☐ 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 Diminution rare Against the Giants-Hall of the Fire Giant King Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ 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.

☐ Scroll of Power Word Stun rare Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Teleport rare Against the Giants-Hall of the Fire Giant King Show
☐ Scroll of Crown of Stars rare Against the Giants-Hall of the Fire Giant King Show