Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Tome of Leadership and Influence very_rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

Wondrous item, very rare

The red leather that covers this tome is embossed with a smiling man with a third eye.

This book contains guidelines for influencing and charming others, 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 charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

A description of this item can be found in the Dungeon Master's Guide (pg. 208)

☐ Oil of Sharpness very_rare DDEP10-02 A Song of Spears (Tier 3) DDEP10-02 A Song of Spears (Tier 3) Show
Notes:

Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

☐ Potion of Speed very_rare PO-BK1-08 - Dark Side of the Rune PO-BK1-08 - Dark Side of the Rune 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 Mind Control (Hill Giant)(Monster) very_rare DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief DDHC-TYP-Against the Giants-Steading of the Hill Giant Chief Show
Notes:

Potion, rarity varies
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, a dominate person (humanoid), or a dominate monster spell (see the table below). 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.

☐ Arrow of Dragon Slaying very_rare PO-BK-02-10 A Grim and Ravenous Arrival PO-BK-02-10 A Grim and Ravenous Arrival Show
Notes:

Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

☐ Spell Scroll of Contingency very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell--called the contingent spell--as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time.

If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

  • - (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
☐ Love's Bite (Nine Lives Stealer) (Longsword) very_rare Traded Clypeus Drayven Trade Log Show
☐ Half-Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) DDEP07-02 Drums of the Dead (Tier 3) Show
Notes:

Armor (Half Plate), Very Rare

You have a +2 bonus to AC while wearing this armor.
Notes: Bonus: Armor Class, Combat, Warding

Item Tags: COMBAT WARDING

☐ Rod of the Pact Keeper +3 very_rare DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep Show
Notes:

Rod, Very Rare (Requires Attunement by a Warlock)
Formed from the severed tentacle of a powerful star spawn,
this rod plagues its wielder with dreams of alien creatures
that beckon them to travel deep within the Thunder Peaks,
where something patiently awaits their arrival.
While holding this rod, you gain a +3 bonus to spell attack
rolls and to the saving throw DCs of your warlock spells.
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.

☐ Spell Scroll of Circle of Death very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

LEVEL
6th

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.

  • - (the powder of a crushed black pearl worth at least 500 gp)
☐ Spellguard Shield very_rare CCC-ROZK01-03 Necromancer's Ascent CCC-ROZK01-03 Necromancer's Ascent Show
Notes:

Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

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.

Notes: Advantage: Saving Throws, Combat, Warding

☐ Staff of Frost very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, 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: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

☐ Frost Brand GreatSword very_rare DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl DDHC-TYP-Against the Giants-The Glacial Rift of the Frost Giant Jarl Show
Notes:

Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed

☐ Nine Lives Stealer Scimitar very_rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property.

The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names.

This item can be found in the Dungeon Master’s Guide.

☐ Spell Scroll: Teleport very_rare DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
☐ Potion of Superior Healing x10 very_rare Purchase Log Show
☐ Scimitar of Speed very_rare Trade Log Show
Notes:

Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Bonus: Magic, Extra Attack as Bonus Action, Damage, Combat, Finesse, Light

☐ Spell Scroll: AntiMagic Field very_rare DDAL06-03 Crypt of the Death Giants DDAL06-03 Crypt of the Death Giants Show
Notes:

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.

Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.

Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.

Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.

Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a longsword, +1 in the sphere functions as a nonmagical longsword.

A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.

Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.

Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

  • - (a pinch of powdered iron or iron filings)
☐ Belt of Stone Giant Strength very_rare DDAL-DRW-14 The City That Should Not Be DDAL-DRW-14 The City That Should Not Be Show
☐ Staff of Striking very_rare Wild Beyond the Witchlight, Chapter 5, Part B Wild Beyond the Witchlight, Chapter 5, Part B Show
Notes:

Staff, very rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.

The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.