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.
| 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) |
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| ☐ 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 |
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| ☐ 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 |
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| ☐ 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 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. |
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| ☐ 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 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. |
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| ☐ 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.
|
||||||
| ☐ 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. Item Tags: COMBAT WARDING |
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| ☐ 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) |
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| ☐ Spell Scroll of Circle of Death | very_rare | CCC-ROZK01-03 Necromancer's Ascent | CCC-ROZK01-03 Necromancer's Ascent | Show | ||
|
Notes:
LEVEL 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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| ☐ Spellguard Shield | very_rare | CCC-ROZK01-03 Necromancer's Ascent | CCC-ROZK01-03 Necromancer's Ascent | Show | ||
|
Notes:
Armor (shield), very rare (requires attunement) 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 |
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| ☐ 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) 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. |
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| ☐ 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) 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 |
||||||
| ☐ 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) 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 |
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| ☐ 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.
|
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| ☐ 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. |
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