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.