Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Potion of Healing common CCC-GLIP-01-03 Citadel of Vlaakith CCC-GLIP-01-03 Citadel of Vlaakith Show
☐ Dread Helm common CCC-GLIP-01-03 Citadel of Vlaakith CCC-GLIP-01-03 Citadel of Vlaakith Show
Notes:

Wondrous Item, common
This fearsome steel helm makes your eyes glow red while you wear it.

☐ 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.

☐ Potion of Healing common CCC-GHC-BK1-06 Legacy and Virtue Show
☐ Potion of Anti-Toxin common CCC-GHC-BK1-06 Legacy and Virtue Show
☐ Helm of Telepathy 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:

Wondrous item, uncommon (requires attunement), Table F

This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

☐ 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.

☐ 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.

☐ Potion of Healing common LN-1 Fuzzytale Farm and the Frightful Candy Goat LN-1 Fuzzytale Farm and the Frightful Candy Goat Show
☐ Harengon Spirit Club (Eventitem) common LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Show
Notes:

This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn.

☐ 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.

☐ Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Trade Log Show
Notes:

Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher.

☐ 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.

☐ Javelin of Lightning uncommon SJ-DC-ISL-01 Speck in the Sky SJ-DC-ISL-01 Speck in the Sky Show
Notes:

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.

☐ 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.

☐ Arcane Grimoire +1 uncommon Starting Play at Level 5 Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Potion of Greater Healing uncommon DDEX02-14 The Sword of Selfaril DDEX02-14 The Sword of Selfaril Show
☐ Find Familiar uncommon SJ-DC-FLUMPH-01 Flurry of Flumphs SJ-DC-FLUMPH-01 Flurry of Flumphs Show
Notes:

Spell scroll 1st level: Spell Scroll, uncommon You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. * - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Player’s Handbook , pg. 240 “The spell scroll is made from dried flumph skin.”

☐ 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.

☐ 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.