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.
| 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) 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 |
||||||
| ☐ 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 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 |
||||||
| ☐ 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 Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ 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 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 |
||||||
| ☐ 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. |
||||||
| ☐ 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 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 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. |
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