Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ Frost Brand Scimitar
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide.
☐ Ring of Shooting Stars
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.
☐ 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.
☐ 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
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
☐ Potion of Climbing
common
CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
Show
Notes:
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
☐ Wand of the War Mage +2
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies.
☐ Scroll of Banishment
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
☐ Potion of Greater Healing
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
☐ Potion of Superior Healing
rare
CCC-ROZK-01-01 Binder's Torment
CCC-ROZK-01-01 Binder's Torment
Show
☐ Rod of the Pact Keeper +3
very_rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (For level 11-16 characters)
Trade Log
Show
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Belt of Stone Giant Strength
very_rare
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Magic Items
Belt of Stone Giant Strength
Wondrous Item, Very Rare (Requires Attunement)
This belt is made of dozens of writhing mauve tentacles covered in blinking eyes. The tentacles wrap around your waist and frequently squeeze you of their own accord. While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than 23.
☐ 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.
☐ Potion of Vitality
common
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Potion of Vitality
Potion, Very Rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Potion of Comprehension
common
DDAL-DRW-14 The City That Should Not Be
DDAL-DRW-14 The City That Should Not Be
Show
Notes:
Potion, common
When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.
☐ Tome of Leadership and Influence
very_rare
CCCROZK01-02 Zhentarim's Lament
Service Hours Awarded
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.
☐ Staff of Power
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
**Whoever is
attuned the staff is able to speak, read, and write Draconic
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral
claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for
“Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is
attuned the staff is able to speak, read, and write Draconic. A description of this item can be found in
the Dungeon Master’s Guide.
☐ Skyfist (Dwarven Thrower)
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
Weapon (warhammer), very rare (requires attunement by a Dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
☐ Potion of Invisibility
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. 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. A description of this item can be found in the Dungeon Master's Guide (pg. 208)
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Frost Brand Scimitar | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
|
Notes:
Weapon (scimitar), very rare (requires attunement) |
||||||
| ☐ Ring of Shooting Stars | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
|
Notes:
Ring, very rare (requires attunement outdoors at night) |
||||||
| ☐ 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) |
||||||
| ☐ 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 |
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| ☐ 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 |
||||||
| ☐ Potion of Climbing | common | CCC-BMG-MOON13-1 Lure of the Reefs | CCC-BMG-MOON13-1 Lure of the Reefs | Show | ||
|
Notes:
Potion, common |
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| ☐ Wand of the War Mage +2 | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
|
Notes:
This foot-long, twisted iron spike emits a faint coppery scent when channeling magical energies. |
||||||
| ☐ Scroll of Banishment | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
| ☐ Potion of Greater Healing | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
| ☐ Potion of Superior Healing | rare | CCC-ROZK-01-01 Binder's Torment | CCC-ROZK-01-01 Binder's Torment | Show | ||
| ☐ Rod of the Pact Keeper +3 | very_rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (For level 11-16 characters) | Trade Log | Show | ||
|
Notes:
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Belt of Stone Giant Strength | very_rare | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Magic Items |
||||||
| ☐ 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) |
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| ☐ Potion of Vitality | common | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Potion of Vitality |
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| Potion of Comprehension | common | DDAL-DRW-14 The City That Should Not Be | DDAL-DRW-14 The City That Should Not Be | Show | ||
|
Notes:
Potion, common |
||||||
| ☐ Tome of Leadership and Influence | very_rare | CCCROZK01-02 Zhentarim's Lament | Service Hours Awarded | 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. |
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| ☐ Staff of Power | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
**Whoever is Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral |
||||||
| ☐ Skyfist (Dwarven Thrower) | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
Weapon (warhammer), very rare (requires attunement by a Dwarf) Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
||||||
| ☐ Potion of Invisibility | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. 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. A description of this item can be found in the Dungeon Master's Guide (pg. 208) |
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