Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ 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
☐ 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
☐ +1 Wand of the War Mage
uncommon
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection
Show
☐ +1 Ring of Protection
rare
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection
Show
☐ 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
☐ Spell Scroll of Teleport-Scribed into Spellbook
uncommon
DDHC-CM-Sarah of Yellowcrest Manor
Show
☐ Mantle of Spell Resistance
rare
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless
night sky.
You have advantage on saving throws against spells while
you wear this cloak.
☐ Spell Scroll of Mending
common
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows in the Stacks
Show
Notes:
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
- - (two lodestones)
☐ Scroll of Move Earth-Scribed into Spellbook
very_rare
DDAL-DRW-11 Shadows in the Stacks
DDAL-DRW-11 Shadows in the Stacks
Show
Notes:
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
- - (an iron blade and a small bag containing a mixture of soils--clay, loam, and sand)
☐ Spell Scroll of Mind Spike-Scribed into Spellbook
uncommon
DC-POA-PND-4 Eateat Go Home
DC-POA-PND-4 Eateat Go Home
Show
☐ Chest of Preserving
common
DC-POA-PND-4 Eateat Go Home
DC-POA-PND-4 Eateat Go Home
Show
Notes:
Wondrous Item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest is made of a metal that has been painted avocado green.
This item is found in Waterdeep: Dungeon of the Mad Mage.
☐ Bag of Tricks (Rust)
uncommon
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Bag of Tricks (Rust)
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag,
however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When
the object lands, it transforms into a creature you determine by rolling a d8 and consulting the
table that corresponds to the bag's color. Thecreature vanishes at the next dawn or when it is
reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Roll 1d8: 1-Rat. 2-Owl. 3-Mastiff. 4-Goat. 5- Giant Goat. 6-Giant Boar. 7-Lion. 8-Brown Bear.
This simple bag made from rust cloth is embroidered with silken threads, showcasing
the insignia of a wizard long forgotten. Though it appears to be empty, a keen ear held near the
drawstring reveals the soft murmur of creatures within. This item is found in the Dungeon Master’s
Guide.
☐ 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 Greater Healing
uncommon
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
☐ Spell Scroll of Simulacrum
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
- - (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
☐ Spell Scroll of ForceCage
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
- - (ruby dust worth 1,500 gp)
☐ Spell Scroll of Programmed Illusion-Scribed into Spell Book
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
- - (a bit of fleece and jade dust worth at least 25 gp)
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
☐ Spell Scroll of Enhance Ability
uncommon
CCC-ROZK-0102 Zhentarim’s Lament
CCC-ROZK-0102 Zhentarim’s Lament
Show
☐ 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
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ 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 |
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| ☐ 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 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 |
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| ☐ +1 Wand of the War Mage | uncommon | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection | Show | ||
| ☐ +1 Ring of Protection | rare | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection | Show | ||
| ☐ 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) Notes: Stunned, Control, Debuff, Outerwear |
||||||
| ☐ Spell Scroll of Teleport-Scribed into Spellbook | uncommon | DDHC-CM-Sarah of Yellowcrest Manor | Show | |||
| ☐ Mantle of Spell Resistance | rare | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows in the Stacks | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
||||||
| ☐ Spell Scroll of Mending | common | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows in the Stacks | Show | ||
|
Notes:
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
|
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| ☐ Scroll of Move Earth-Scribed into Spellbook | very_rare | DDAL-DRW-11 Shadows in the Stacks | DDAL-DRW-11 Shadows in the Stacks | Show | ||
|
Notes:
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
|
||||||
| ☐ Spell Scroll of Mind Spike-Scribed into Spellbook | uncommon | DC-POA-PND-4 Eateat Go Home | DC-POA-PND-4 Eateat Go Home | Show | ||
| ☐ Chest of Preserving | common | DC-POA-PND-4 Eateat Go Home | DC-POA-PND-4 Eateat Go Home | Show | ||
|
Notes:
Wondrous Item, common |
||||||
| ☐ Bag of Tricks (Rust) | uncommon | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Bag of Tricks (Rust) Roll 1d8: 1-Rat. 2-Owl. 3-Mastiff. 4-Goat. 5- Giant Goat. 6-Giant Boar. 7-Lion. 8-Brown Bear. |
||||||
| ☐ 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 |
||||||
| ☐ Potion of Greater Healing | uncommon | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Potion, uncommon |
||||||
| ☐ Spell Scroll of Simulacrum | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
|
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| ☐ Spell Scroll of ForceCage | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
|
||||||
| ☐ Spell Scroll of Programmed Illusion-Scribed into Spell Book | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
|
Notes:
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
|
||||||
| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
| ☐ Spell Scroll of Enhance Ability | uncommon | CCC-ROZK-0102 Zhentarim’s Lament | CCC-ROZK-0102 Zhentarim’s Lament | Show | ||
| ☐ Helm of Comprehend Languages | uncommon | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | Show | ||
|
Notes:
Wondrous Item, uncommon Notes: Communication, Headwear |
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