Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Crossbow Ammunition, +1
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
☐ Studded Leather Armor (Mariner's Armor)
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is
reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed
equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor
causes you to rise 60 feet toward the surface. The armor is
decorated with fish and shell motifs.
☐ Elixir of Health (3 Doses)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
☐ Potion of Superior Healing
rare
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
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
☐ Ring of Free Action
rare
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ Amulet of Health
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Wondrous item, rare (requires attunement)
This pearl-studded amulet is also a magical compass. The
wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or higher
without it.
☐ Quaal's Feather Token (Tree)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Wondrous Item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
d100 Feather Token
01-20 Anchor
21-35 Bird
36-50 Fan
51-65 Swan Boat
66-90 Tree
91-00 Whip
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable
☐ Spell Scroll of Control Winds
rare
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
Show
Notes:
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Spell Tags: CONTROL
☐ Potion of Superior Healing
rare
DDAL05-08 Durlag’s Tower
DDAL05-08 Durlag’s Tower
Show
Notes:
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
☐ Potion of Mind Control (Beast)
rare
DDAL-DRW09-Vile Bounty
DDAL-DRW09-Vile Bounty
Show
Notes:
Potion, rare
When you drink this potion, you can cast a dominate beast
spell (save DC 15) before the end of your next turn.
If the target’s initial saving throw fails, the effect lasts for
1 hour (no concentration required). The charmed creature
has disadvantage on new saving throws to break the effect
during this time.
☐ Mace of Smiting
rare
DDAL 10-07 Into Darkness
DDAL 10-07 Into Darkness
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.
☐ Potion of Greater Healing
rare
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
☐ Bracers of Defense
rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
☐ Spell Scroll of Life Transference
rare
CCC-GHC-BK03-08 The Archmage's New Robes
CCC-GHC-BK03-08 The Archmage's New Robes
Show
Notes:
Scroll, uncommon
This scroll contains a single Life Transference spell. A description of spell scrolls can be found in the
Dungeon Master’s Guide.
☐ Boots of Levitation (Gleaming)
rare
CCC-GHC-BK03-08 The Archmage's New Robes
CCC-GHC-BK03-08 The Archmage's New Robes
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Additionally, this item never gets dirty. This item can be found in the Dungeon Master’s
Guide.
☐ Dagger of Venom
rare
Trade Log
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Damage: Poison, Bonus: Magic, Poisoned, Damage, Debuff, Combat, Finesse, Light, Thrown
☐ Potion of Greater Healing
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
☐ Half-plate +1
rare
CCC-TRI-06 Haggard Heroes
CCC-TRI-06 Haggard Heroes
Show
Notes:
Armor (half plate), rare
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
You have a +1 bonus to AC while wearing this armor.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Stealth Disadvantage: Remove, Bonus: Armor Class, Combat, Warding, Stealth Disadvantage
☐ Wand of Magic Missles
rare
CCC-Tarot02-09 The Thentia Job
CCC-Tarot02-09 The Thentia Job
Show
Notes:
Kianne Statuette (Wand of Magic Missiles)
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
This small statuette is of a woman with outstretched arm and a crystal ball in her other hand. A woman’s face appears in the crystal ball if you use 3 charges or more at once.. Those who have met Kianne Amblerown sees an uncanny likeness between her and the statuette and face.
☐ Seledang Bomoh (Mantle of Spell Resistance)
rare
WBW-DC-DMMC-01 The Solitude of Solace Online
WBW-DC-DMMC-01 The Solitude of Solace Online
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
Silver threads are woven into the forest green fabric in a crosshatch pattern around along the edges. It smells of patchouli and lime. You have advantage on saving throws against spells while you wear this cloak.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Crossbow Ammunition, +1 | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
| ☐ Studded Leather Armor (Mariner's Armor) | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Armor (studded leather), uncommon |
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| ☐ Elixir of Health (3 Doses) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Potion, rare |
||||||
| ☐ Potion of Superior Healing | rare | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Ring of Free Action | rare | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Ring, rare (requires attunement) |
||||||
| ☐ Amulet of Health | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
||||||
| ☐ Quaal's Feather Token (Tree) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Wondrous Item, rare d100 Feather Token Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. Notes: Creation, Summoning, Damage, Control, Movement, Utility, Exploration, Combat, Consumable |
||||||
| ☐ Spell Scroll of Control Winds | rare | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. Spell Tags: CONTROL |
||||||
| ☐ Potion of Superior Healing | rare | DDAL05-08 Durlag’s Tower | DDAL05-08 Durlag’s Tower | Show | ||
|
Notes:
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 |
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| ☐ Potion of Mind Control (Beast) | rare | DDAL-DRW09-Vile Bounty | DDAL-DRW09-Vile Bounty | Show | ||
|
Notes:
Potion, rare |
||||||
| ☐ Mace of Smiting | rare | DDAL 10-07 Into Darkness | DDAL 10-07 Into Darkness | 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. |
||||||
| ☐ Potion of Greater Healing | rare | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
| ☐ Bracers of Defense | rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
||||||
| ☐ Spell Scroll of Life Transference | rare | CCC-GHC-BK03-08 The Archmage's New Robes | CCC-GHC-BK03-08 The Archmage's New Robes | Show | ||
|
Notes:
Scroll, uncommon This scroll contains a single Life Transference spell. A description of spell scrolls can be found in the |
||||||
| ☐ Boots of Levitation (Gleaming) | rare | CCC-GHC-BK03-08 The Archmage's New Robes | CCC-GHC-BK03-08 The Archmage's New Robes | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use an action to cast the levitate spell on yourself at will. |
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| ☐ Dagger of Venom | rare | Trade Log | Show | |||
|
Notes:
Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Damage: Poison, Bonus: Magic, Poisoned, Damage, Debuff, Combat, Finesse, Light, Thrown |
||||||
| ☐ Potion of Greater Healing | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
| ☐ Half-plate +1 | rare | CCC-TRI-06 Haggard Heroes | CCC-TRI-06 Haggard Heroes | Show | ||
|
Notes:
Armor (half plate), rare You have a +1 bonus to AC while wearing this armor. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. Notes: Stealth Disadvantage: Remove, Bonus: Armor Class, Combat, Warding, Stealth Disadvantage |
||||||
| ☐ Wand of Magic Missles | rare | CCC-Tarot02-09 The Thentia Job | CCC-Tarot02-09 The Thentia Job | Show | ||
|
Notes:
Kianne Statuette (Wand of Magic Missiles) Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. This small statuette is of a woman with outstretched arm and a crystal ball in her other hand. A woman’s face appears in the crystal ball if you use 3 charges or more at once.. Those who have met Kianne Amblerown sees an uncanny likeness between her and the statuette and face. |
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| ☐ Seledang Bomoh (Mantle of Spell Resistance) | rare | WBW-DC-DMMC-01 The Solitude of Solace Online | WBW-DC-DMMC-01 The Solitude of Solace Online | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) |
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