Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Heroism rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Heroism rare CCC-GAD02-03 Arena of Champions CCC-GAD02-03 Arena of Champions Show
☐ Potion of Heroism [R] rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
☐ Potion of Invulnerability rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Invulnerability rare BMG-MOON-MD-11 - The Curse of Pacts and Passion BMG-MOON-MD-11 - The Curse of Pacts and Passion 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 Mind Control (Beast) rare DRW-09 Vile Bounty DRW-09 Vile Bounty Show
Notes:

When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.

A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.

☐ Potion of Superior Healing rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
☐ Potion of Superior Healing rare FR-DC-QLA-01 Mel's Pit FR-DC-QLA-01 Mel's Pit Show
Notes:

Potion, rare
You regain 8d4 + 8 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.

☐ Potion of Superior Healing rare DDEX3-4 It’s All in the Blood DDEX3-4 It’s All in the Blood Show
☐ Potion of Superior Healing rare DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Potion of Superior Healing rare CCC-BWM-003 A Tale of Two Towers CCC-BWM-003 A Tale of Two Towers Show
☐ Potion of Vitality rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

☐ Potion of Water Breathing x3 uncommon CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea Show
Notes:

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

☐ Quarterstaff +1 uncommon DDEX3-16 Assault on Maerimydra (Part 1) DDEX3-16 Assault on Maerimydra (Part 1) Show
☐ Ring of Free Action rare WBW-DC-AMQ-04 Brew Me a Favor WBW-DC-AMQ-04 Brew Me a Favor Show
Notes:

Ring, rare (requires attunement)

While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

☐ Ring of the Ram rare CCC-TRI-08 NIGHT1-4 CCC-TRI-08 NIGHT1-4 Show
Notes:

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

☐ Ring of Truth Telling uncommon BMG-MOON-MD-10 - Echoes of the Fallen BMG-MOON-MD-10 - Echoes of the Fallen Show
Notes:

Ring, uncommon (requires attunement)
This unassuming ring crafted from black silver features three striking red rubies. Curiously, it appears to possess a consciousness of its own and may withhold its powers until
the following dawn if it senses you speaking falsehoods or engaging in malicious actions. While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

☐ Robe of Stars [VR, Attunement] very_rare DDEX3-16 Assault on Maerimydra (Part 2) DDEX3-16 Assault on Maerimydra (Part 2) Show
Notes:

Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

☐ Rope of Mending common WBW-DC-PND-01 The Party that Split WBW-DC-PND-01 The Party that Split Show
Notes:

Wondrous Item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

☐ Sage's Signet (Lion) very_rare Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Show
Notes:

Ring, varies (requires attunement by a Spellcaster)
This gilded ring bears a beautiful engraving and is imbued with powers of keen wisdom and foresight. While wearing this ring, you can use an action to cast the Augury spell from the ring. Once you use the ring to cast the spell, the ring can’t cast the spell again until the next dawn.

Six varieties of Sage’s Signet rings exist, each with a different signet (see the table below). A ring’s signet determines its rarity as well as the additional spells it can cast. While wearing a Sage’s Signet, you can cast each of its additional spells once from the ring using your Intelligence as the spellcasting ability. Once you cast each of the additional spells from the ring, it can’t cast the spell again until the next dawn.

Sage’s Signet
Signet Rarity Spells
Bear Very rare Enlarge/Reduce, Polymorph
Hart Very rare Aura of Vitality, Mass Cure Wounds
Lion Very rare Destructive Wave, Fireball
Serpent Rare Fear, Hex
Songbird Rare Charm Person, Hypnotic Pattern
Wolf Very rare Freedom of Movement, Pass without Trace