Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ Potion of Superior Healing x2 rare AL Trading Post Purchase Log Show
☐ 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.

☐ Potion of Resistance (Poison) common CCC-BMG-MOON15-2 Forgotten Fealty CCC-BMG-MOON15-2 Forgotten Fealty Show
Notes:

Potion, uncommon
When you drink this potion, you gain Resistance
to poison damage for 1 hour.
This item is found in the Dungeon Master’s
Guide.

☐ 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 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.

☐ Clockwork Amulet common CCC-NBDD01-02 Where Can she Be? CCC-NBDD01-02 Where Can she Be? Show
Notes:

Wondrous Item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

☐ Tome of Leadership and Influence very_rare CCC-ROZK-01-02 Zhentarim's Lament Service Hours Award_Very Rare Show
Notes:

Wondrous Item, very rare
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.

☐ 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.

☐ Spell Scroll: Daylight uncommon CCC-STORM-01 The Barrows of Solina CCC-STORM-01 The Barrows of Solina Show
☐ Superior Healing Potion very_rare CCC-STORM-01 The Barrows of Solina CCC-STORM-01 The Barrows of Solina Show
Notes:

Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ 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.

☐ 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.

☐ Potion of Giant Strength common DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
☐ Spell Scroll of Anti-Life Shell uncommon DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
☐ Opal of the Ild Rune rare DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
Notes:

Wondrous item, rare (requires attunement)

This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.

Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.

Fire's Friend. You have resistance to cold damage.

Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.

Gift of Flame. You can transfer the opal's magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:

Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.

☐ Potion of Superior Healing rare DDAL05-11 Forgotten Traditions DDAL05-11 Forgotten Traditions Show
☐ Mace of Smiting rare DDAL07-06 Fester and Burn DDAL07-06 Fester and Burn Show
Notes:

Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

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

Notes: Bonus: Magic, Damage, Combat, Bane

☐ Rope of Entanglement rare DDAL07-07 Rotting Roots DDAL07-07 Rotting Roots Show
Notes:

Wondrous Item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.