Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
☐ 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.

☐ 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

☐ 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

☐ 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

☐ 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

☐ 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.

☐ 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 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.

☐ 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

☐ 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.

☐ 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.

☐ Shadowsong (Oathbow) very_rare DDEX3-7 Herald of the Moon DDEX3-7 Herald of the Moon Show
Notes:

Weapon (longbow), very rare (requires attunement by a ranger)
Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It glows dimly in the presence of humans. The description of this item can be found in the Dungeon Masters Guide.

☐ 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.