Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ Wand of Web
uncommon
LN-1 Fuzzytale Farm and the Frightful Candy Goat
LN-1 Fuzzytale Farm and the Frightful Candy Goat
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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.
☐ Wall of Teeth (+2 Shield)
rare
DDEX02-14 The Sword of Selfaril
DDEX02-14 The Sword of Selfaril
Show
Notes:
Armor (shield), rare
This shield is fashioned of dull, black steel and festooned with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so. A description of this item can be found in the Dungeon Master's Guide.
☐ Spell Scroll of Snare
common
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
Show
Notes:
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
☐ Spell Scroll of Daylight
rare
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Show
Notes:
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.
If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
☐ Spell Scroll of Beast Bond
common
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
Show
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.
☐ Smokepowder
uncommon
SJ-DC-ISL-01 Speck in the Sky
SJ-DC-ISL-01 Speck in the Sky
Show
Notes:
Wondrous Item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
☐ Serpent Scale Armor
uncommon
DDHC-CandleKeep Mysteries-Book of Cylinders
Trade Log
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
☐ Sentinel Shield
uncommon
DDAL-CGB Cloud Giant's Bargain
Trade Log
Show
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐ Rapier (Silvered)
uncommon
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Show
☐ Potion of Superior Healing
rare
CCC-STORM-01 The Barrows of Solina
CCC-STORM-01 The Barrows of Solina
Show
☐ Potion of Healing
common
CCC-GLIP-01-03 Citadel of Vlaakith
CCC-GLIP-01-03 Citadel of Vlaakith
Show
☐ Potion of Healing
common
CCC-GHC-BK1-06 Legacy and Virtue
Show
☐ Potion of Healing
common
LN-1 Fuzzytale Farm and the Frightful Candy Goat
LN-1 Fuzzytale Farm and the Frightful Candy Goat
Show
☐ Potion of Healing
common
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
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.
☐ Potion of Greater Healing
uncommon
DDEX02-14 The Sword of Selfaril
DDEX02-14 The Sword of Selfaril
Show
☐ Potion of Comprehension
uncommon
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Reward: 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.
☐ Potion of Anti-Toxin
common
CCC-GHC-BK1-06 Legacy and Virtue
Show
☐ Moon-Touched Sword (Longsword)
common
CCC-GHC-BK1-01 Into the Border Kingdoms
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot
radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to
Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll and
can only be claimed by one character in the party.
☐ Mithril Half-Plate
uncommon
CCC-GLIP-01-03 Citadel of Vlaakith
CCC-GLIP-01-03 Citadel of Vlaakith
Show
Notes:
Armor (half-plate), uncommon
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone
fragments. 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.
☐ Javelin of Lightning
uncommon
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Wand of Web | uncommon | LN-1 Fuzzytale Farm and the Frightful Candy Goat | LN-1 Fuzzytale Farm and the Frightful Candy Goat | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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. |
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| ☐ Wall of Teeth (+2 Shield) | rare | DDEX02-14 The Sword of Selfaril | DDEX02-14 The Sword of Selfaril | Show | ||
|
Notes:
Armor (shield), rare |
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| ☐ Spell Scroll of Snare | common | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | Show | ||
|
Notes:
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it. |
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| ☐ Spell Scroll of Daylight | rare | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
|
Notes:
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. |
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| ☐ Spell Scroll of Beast Bond | common | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | Show | ||
|
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. |
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| ☐ Smokepowder | uncommon | SJ-DC-ISL-01 Speck in the Sky | SJ-DC-ISL-01 Speck in the Sky | Show | ||
|
Notes:
Wondrous Item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. |
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| ☐ Serpent Scale Armor | uncommon | DDHC-CandleKeep Mysteries-Book of Cylinders | Trade Log | Show | ||
|
Notes:
Armor (scale mail), uncommon This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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| ☐ Sentinel Shield | uncommon | DDAL-CGB Cloud Giant's Bargain | Trade Log | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| ☐ Rapier (Silvered) | uncommon | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
| ☐ Potion of Superior Healing | rare | CCC-STORM-01 The Barrows of Solina | CCC-STORM-01 The Barrows of Solina | Show | ||
| ☐ Potion of Healing | common | CCC-GLIP-01-03 Citadel of Vlaakith | CCC-GLIP-01-03 Citadel of Vlaakith | Show | ||
| ☐ Potion of Healing | common | CCC-GHC-BK1-06 Legacy and Virtue | Show | |||
| ☐ Potion of Healing | common | LN-1 Fuzzytale Farm and the Frightful Candy Goat | LN-1 Fuzzytale Farm and the Frightful Candy Goat | Show | ||
| ☐ Potion of Healing | common | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | 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. |
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| ☐ Potion of Greater Healing | uncommon | DDEX02-14 The Sword of Selfaril | DDEX02-14 The Sword of Selfaril | Show | ||
| ☐ Potion of Comprehension | uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Reward: 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. |
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| ☐ Potion of Anti-Toxin | common | CCC-GHC-BK1-06 Legacy and Virtue | Show | |||
| ☐ Moon-Touched Sword (Longsword) | common | CCC-GHC-BK1-01 Into the Border Kingdoms | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
|
Notes:
Weapon (longsword), common |
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| ☐ Mithril Half-Plate | uncommon | CCC-GLIP-01-03 Citadel of Vlaakith | CCC-GLIP-01-03 Citadel of Vlaakith | Show | ||
|
Notes:
Armor (half-plate), uncommon |
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| ☐ Javelin of Lightning | uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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