Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ 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
☐ 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.
☐ Dread Helm
common
FR-DC-LIGA-02 - House of Shadow
FR-DC-LIGA-02 - House of Shadow
Show
☐ 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.
☐ Potion of Giant Strength
common
DDAL05-11 Forgotten Traditions
DDAL05-11 Forgotten Traditions
Show
☐ 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 Healing
common
DDEP00-01-Red War (Tier 2)
DDEP00-01-Red War (Tier 2)
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
☐ 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
☐ 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.
☐ 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.
☐ 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.
☐ 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
☐ 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
☐ 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
☐ 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.
☐ 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
☐ 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.
☐ 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
☐ 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 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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ 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 |
||||||
| ☐ Potion of Resistance (Poison) | common | CCC-BMG-MOON15-2 Forgotten Fealty | CCC-BMG-MOON15-2 Forgotten Fealty | Show | ||
|
Notes:
Potion, uncommon |
||||||
| ☐ Dread Helm | common | FR-DC-LIGA-02 - House of Shadow | FR-DC-LIGA-02 - House of Shadow | Show | ||
| ☐ 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. |
||||||
| ☐ Potion of Giant Strength | common | DDAL05-11 Forgotten Traditions | DDAL05-11 Forgotten Traditions | Show | ||
| ☐ 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 Healing | common | DDEP00-01-Red War (Tier 2) | DDEP00-01-Red War (Tier 2) | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ 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 |
||||||
| ☐ Hat of Vermin | common | CCC-TAROT-0105 The Lost Apprentice | CCC-TAROT-0105 The Lost Apprentice | Show | ||
|
Notes:
Wondrous Item, common |
||||||
| ☐ 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. |
||||||
| ☐ 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. |
||||||
| ☐ Wand of Pyrotechniques | common | WBW-DC-SQT-01 Hollyphant Love Medley | WBW-DC-SQT-01 Hollyphant Love Medley | Show | ||
|
Notes:
Wand, common 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 |
||||||
| ☐ Potion of Fire Breath | common | WBW-DC-SQT-01 Hollyphant Love Medley | WBW-DC-SQT-01 Hollyphant Love Medley | Show | ||
|
Notes:
Potion, uncommon 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 |
||||||
| ☐ 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 |
||||||
| ☐ 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. |
||||||
| ☐ 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 |
||||||
| ☐ 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) |
||||||
| ☐ 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 |
||||||
| ☐ Scroll of Protection (Plants) | uncommon | DDEX3-7 Herald of the Moon | DDEX3-7 Herald of the Moon | Show | ||
|
Notes:
Scroll, rare |
||||||
| ☐ Potion of Animal Friendship | uncommon | DDEX3-7 Herald of the Moon | DDEX3-7 Herald of the Moon | Show | ||
|
Notes:
Potion, uncommon |
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