Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ Scroll of Magic Weapon
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
☐ Half-Plate +1
rare
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
Show
Notes:
You have +1 to your AC while wearing this Armor.
☐ Portable Hole
rare
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
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.
☐ 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.
☐ Scroll of Hold Monster
rare
CCC-TRI-08 NIGHT1-4
CCC-TRI-08 NIGHT1-4
Show
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
☐ Warhammer +2
rare
DDHC-OotA-4
Service Hours Awarded
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.
☐ Spell Scroll of Greater Restoration
rare
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
☐ Spell Scroll of Resilient Sphere
rare
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
☐ Spell Scroll of Death Ward
rare
BMG-MOON-MD-10 - Echoes of the Fallen
BMG-MOON-MD-10 - Echoes of the Fallen
Show
☐ Spell Scroll of Flame Strike
rare
BMG-MOON-MD-11 - The Curse of Pacts and Passion
BMG-MOON-MD-11 - The Curse of Pacts and Passion
Show
Notes:
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
☐ 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 Fire Resistance
rare
FR-DC-LIGA-01 - Wyrmwell Flame
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
When you drink this potion, you gain resistance to fire damage for 1 hour.
☐ Potion of Gaseous Form
rare
FR-DC-QLA-01 Mel's Pit
FR-DC-QLA-01 Mel's Pit
Show
Notes:
Potion, rare
When you drink this potion, you gain the effect of the
gaseous form spell for 1 hour (no concentration
required) or until you end the effect as a bonus action.
This potion's container seems to hold fog that moves
and pours like water
☐ Chime of Opening
rare
FR-DC-QLA-01 Mel's Pit
FR-DC-QLA-01 Mel's Pit
Show
Notes:
Wondrous Item, rare
This hollow metal tube measures about 1 foot long and
weighs 1 pound. You can strike it as an action, pointing
it at an object within 120 feet of you that can be opened,
such as a door, lid, or lock. The chime issues a clear tone,
and one lock or latch on the object opens unless the
sound can't reach the object. If no locks or latches
remain, the object itself opens.
The chime can be used ten times. After the tenth time, it
cracks and becomes useless.
☐ 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.
☐ Scroll of Death Ward
rare
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
Notes:
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
☐ Scroll of Forcecage
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour 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.
☐ Scroll of Programmed Illusion
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled 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.
☐ Scroll of Circle of Death
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Scroll of Magic Weapon | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. |
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| ☐ Half-Plate +1 | rare | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | Show | ||
|
Notes:
You have +1 to your AC while wearing this Armor. |
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| ☐ Portable Hole | rare | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
Wondrous Item, rare 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. |
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| ☐ 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. |
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| ☐ Scroll of Hold Monster | rare | CCC-TRI-08 NIGHT1-4 | CCC-TRI-08 NIGHT1-4 | Show | ||
|
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. |
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| ☐ Warhammer +2 | rare | DDHC-OotA-4 | Service Hours Awarded | 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. |
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| ☐ Spell Scroll of Greater Restoration | rare | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
| ☐ Spell Scroll of Resilient Sphere | rare | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
| ☐ Spell Scroll of Death Ward | rare | BMG-MOON-MD-10 - Echoes of the Fallen | BMG-MOON-MD-10 - Echoes of the Fallen | Show | ||
| ☐ Spell Scroll of Flame Strike | rare | BMG-MOON-MD-11 - The Curse of Pacts and Passion | BMG-MOON-MD-11 - The Curse of Pacts and Passion | Show | ||
|
Notes:
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. |
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| ☐ 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 |
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| ☐ Potion of Fire Resistance | rare | FR-DC-LIGA-01 - Wyrmwell Flame | FR-DC-LIGA-01 - Wyrmwell Flame | Show | ||
|
Notes:
When you drink this potion, you gain resistance to fire damage for 1 hour. |
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| ☐ Potion of Gaseous Form | rare | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Potion, rare |
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| ☐ Chime of Opening | rare | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Wondrous Item, rare |
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| ☐ Potion of Superior Healing | rare | FR-DC-QLA-01 Mel's Pit | FR-DC-QLA-01 Mel's Pit | Show | ||
|
Notes:
Potion, rare |
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| ☐ Scroll of Death Ward | rare | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
|
Notes:
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. |
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| ☐ Scroll of Forcecage | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour 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. |
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| ☐ Scroll of Programmed Illusion | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled 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. |
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| ☐ Scroll of Circle of Death | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. |
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