Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Dawnfire (Sun Blade) rare CCC-STORM-01 The Barrows of Solina CCC-STORM-01 The Barrows of Solina Show
Notes:

Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide.

☐ Potion of Superior Healing rare DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Potion of Superior Healing rare DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
☐ Glaive +2 rare Triden Games Trading Post Trade Log Show
Notes:

This item receives a +2 to attack and damage rolls.

☐ Potion of Mind Reading uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Keoghtom's Ointment uncommon WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol Show
Notes:

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

A label on the jar reads, “Dapper Dan Ointment for the times you regret your decisions”, “Made by the Zep College of Bards”

Source: DMG, page 179

☐ Spectacular Instrument of the Bards, Doss Lute uncommon WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol Show
Notes:

Wondrous item, instrument, uncommon (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.

See the Tool Proficiencies entry for more information.

The lute shimmers in iridescent colors unless the owner chooses a specific look. The item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.

Source: DMG, page 176

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History. Your expertise aids you in recalling lore related to your instrument.

Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Musical Instrument

Activity DC
Identify a tune 10
Improvise a tune 20

☐ Oil of Slipperiness uncommon WBW-DC-SQT-01 Hollyphant Love Medley WBW-DC-SQT-01 Hollyphant Love Medley Show
Notes:

Potion, uncommon
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Notes: Control, Movement, Utility, Consumable

☐ Pearl of Power uncommon WBW-DC-SQT-01 Hollyphant Love Medley WBW-DC-SQT-01 Hollyphant Love Medley Show
Notes:

Wondrous Item, uncommon (requires attunement by a Spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

☐ Devil King High School of Higher Learning Bag (Bag of Holding) uncommon CCC-GSP04-01 Devil King High School: Year One CCC-GSP04-01 Devil King High School: Year One 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 Heward's 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.

The bag is dark blue with grey straps and a strap of metallic fastener at the top that binds the edges of the opening. The bag of holding also has the school’s logo at the side with a small devil toy trinket hanging from one of the straps.

☐ Potion of Greater Healing uncommon CCC-BMG-MOON15-2 Forgotten Fealty CCC-BMG-MOON15-2 Forgotten Fealty Show
Notes:

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

☐ Sword of Vengeance uncommon CCC-BMG-MOON15-2 Forgotten Fealty CCC-BMG-MOON15-2 Forgotten Fealty Show
Notes:

Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

☐ Ilztoj A’Qaran’s Spellbook uncommon DDEX3-7 Herald of the Moon DDEX3-7 Herald of the Moon Show
Notes:

The binding of this spellbook is of a fleshy gray leather that secretes an oily sheen that smells of sweat. It contains the following spells that may be scribed into a character's spellbook using the rules in the Player's Handbook.
1st Level: mage armor, magic missile, shield, witch bolt
2nd Level: alter self, misty step, web
3rd Level: fly, lightning bolt
4th Level: Evard's black tentacles, greater invisibility
5th Level: cloudkill

☐ Potion of Animal Friendship uncommon DDEX3-7 Herald of the Moon DDEX3-7 Herald of the Moon Show
Notes:

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

☐ Scroll of Protection (Plants) uncommon DDEX3-7 Herald of the Moon DDEX3-7 Herald of the Moon Show
Notes:

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

☐ Potion of Resistance (acid) uncommon DDAL10-05 A Blight in the Darkness DDAL10-05 A Blight in the Darkness Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to acid
damage for 1 hour.

☐ Spell Scroll of Anti-Life Shell uncommon DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
☐ Potion of Heroism uncommon DDEP00-01-Red War (Tier 2) DDEP00-01-Red War (Tier 2) Show
Notes:

Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

☐ Goggles of Night uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
Notes:

Wondrous Item, uncommon While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Notes: Sense: Darkvision, Detection, Eyewear

☐ Stone of Good Luck uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff