Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ 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.

☐ 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
☐ Scroll of Banishment rare CCC-ROZK-01-01 Binder's Torment CCC-ROZK-01-01 Binder's Torment Show
☐ Potion of Flying rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
☐ Dancing Rapier (Angel Sting) very_rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
Notes:

Angel Sting
Dancing Rapier, Very Rare (Requires Attunement)
While in possession of this item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence
ou can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Applicable Weapons:

Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light

☐ Potion of Greater Healing rare CCC-GHC-BK1-10 The Heart of Shadow CCC-GHC-BK1-10 The Heart of Shadow Show
☐ 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.

☐ 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.

☐ 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 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.

☐ 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.

☐ Tyr’s Blessing of Luck common CCC-BMG-24 PHLAN 2-3 The Royal We CCC-BMG-24 PHLAN 2-3 The Royal We Show
Notes:

Blessing, uncommon (requires attunement)
This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens
of Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks
and saving throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures
in the trilogy. This blessing is not tradeable, and if refused or unattuned, it may not be regained.

☐ 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