Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Potion of Superior Healing x3 rare Purchase Log Show
Notes:

Superior Healing
8d4 + 8

☐ Flame Tongue (Longsword) rare Trade Log Show
Notes:

Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)

☐ 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

☐ Bag of Holding common Purchase Log Show
Notes:

Wondrous Item, uncommon
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.

☐ Mariner's Armor (Scale Mail) uncommon CCC-BMG-MOON 17-1 Sailing the Sea of Shadow CCC-BMG-MOON 17-1 Sailing the Sea of Shadow Show
Notes:

Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

☐ Immovable Rod uncommon CCC-BMG-MOON 17-2 Shed Blood Shed Light CCC-BMG-MOON 17-2 Shed Blood Shed Light Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

This item is found in the Dungeon Master’s Guide.

☐ 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.

☐ Potion of Superior Healing rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Potion, rare

The vibrant red fluid in this vial appears almost fluorescent. You regain 8d4 + 8 hit points when you consume this potion.

A description of this item can be found in the Dungeon Master’s Guide.

☐ Potion of Flying rare CCC-QCC2018-01 Of Gods and Monsters CCC-QCC2018-01 Of Gods and Monsters Show
Notes:

Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

☐ Scroll of Simulacrum very_rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

7th-level illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made 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)
Duration: Until dispelled

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.

☐ Scroll of Programmed Illusion very_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 Forcecage very_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.

☐ 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)

☐ 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

☐ 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)
☐ 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)
☐ Potion of Greater Healing x2 uncommon CCC_ROZK-01 Binder's Torment CCC_ROZK-01 Binder's Torment Show
Notes:

Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Notes: Bonus: Hit Points, Healing, Consumable

☐ Potion of Superior Healing rare CCC_ROZK-01 Binder's Torment CCC_ROZK-01 Binder's Torment Show
Notes:

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

Notes: Bonus: Hit Points, Healing, Consumable

☐ Scroll of Banishment rare CCC_ROZK-01 Binder's Torment CCC_ROZK-01 Binder's Torment Show
Notes:

LEVEL
4th
CASTING TIME
1 Action
RANGE/AREA
60 ft
COMPONENTS
V, S, M *
DURATION
Concentration 1 Minute
SCHOOL
Abjuration
ATTACK/SAVE
CHA Save
DAMAGE/EFFECT
Banishment (...)
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

  • - (an item distasteful to the target)