Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Potion of Greater Healing uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Chain Mail +1 uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Auntie Sue’s Broom (Broom of Flying) uncommon CCC-TAROT-0105 The Lost Apprentice CCC-TAROT-0105 The Lost Apprentice Show
Notes:

Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

☐ Scroll of Magic Mouth uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Scroll of Conjure Minor Elemental uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Scroll of Dispel Magic uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Scroll of Hold Person uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
☐ Boots of Striding and Springing uncommon DDHC-TYP-White Plume Mountain DDHC-TYP-White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

☐ Spell Scroll: Daylight uncommon CCC-STORM-01 The Barrows of Solina CCC-STORM-01 The Barrows of Solina Show
☐ Gauntlets of Ogre Power uncommon DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Bag of Tricks (Rust Colored) uncommon DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
☐ Spell Scroll of Summon Shadowspawn uncommon FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

☐ Potion of Healing common CCC-GSP04-01 Devil King High School: Year One CCC-GSP04-01 Devil King High School: Year One Show
Notes:

Potion, common

You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

☐ Devil King High School of Higher Learning Uniform (Clothes of Mending) common CCC-GSP04-01 Devil King High School: Year One CCC-GSP04-01 Devil King High School: Year One Show
Notes:

Wondrous Item, common

This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

This standard set of clothing for students is a combination of black trousers or a red skirt, together with a black top decorated with gold outlines and buttons. The fabric of the uniform is specially made to make it easy and comfortable to wear under armor.

This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything.

☐ Spell Scroll of Calm Emotions common WBW-DC-SQT-01 Hollyphant Love Medley WBW-DC-SQT-01 Hollyphant Love Medley Show
Notes:

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

☐ Potion of Fire Breath common WBW-DC-SQT-01 Hollyphant Love Medley WBW-DC-SQT-01 Hollyphant Love Medley Show
Notes:

Potion, uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Notes: Damage: Fire, Damage

☐ Wand of Pyrotechniques common WBW-DC-SQT-01 Hollyphant Love Medley WBW-DC-SQT-01 Hollyphant Love Medley Show
Notes:

Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Notes: Social

☐ Deck of Illusions common FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions: Missing 26 cards -- missing 3,9,24,25,27,28,29,32

https://www.dndbeyond.com/magic-items/4616-deck-of-illusions

☐ Paranoid Pot of Awakening common WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol WBW-DC-ZEP-T1S1 Dragon-bard's Christmas Carol Show
Notes:

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

If carried in a backpack or in gear, the owner feels a strong need to protect the plant. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Source: XGE, page 138

☐ Hat of Vermin common CCC-TAROT-0105 The Lost Apprentice CCC-TAROT-0105 The Lost Apprentice Show
Notes:

Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.