Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Scroll of Remove Curse uncommon DDHC-Curse of Strahd-Chapter 1-Into the Mists and Chapter 3 DDHC-Curse of Strahd-Chapter 1-Into the Mists and Chapter 3 Show
Notes:

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

☐ Cloak of Protection +1 uncommon DDAL00-02a The Darkwood Webs DDAL00-02a The Darkwood Webs Show
Notes:

DRYAD’S CLOAK (CLOAK OF PROTECTION)
Wondrous Item, uncommon (requires attunement)
This cloak reflects the color of the seasons; green
16 DDAL00-02 Lost Tales of Myth Drannor Not for resale. Permission granted to print or photocopy this document for personal use only. in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak.

☐ Sprite Sleep Potion common DDAL00-02a The Darkwood Webs DDAL00-02a The Darkwood Webs Show
Notes:

Poison (injury)
Made by sprites for coating their arrows. When a target is hit by an arrow, bolt or weapon that has
been coated with a dose of this poison, the victim must succeed on a DC 10 Constitution saving
throw or become poisoned for 1 minute. If the saving throw is a 5 or lower the poisoned target
falls unconscious for the same duration, or until it takes damaged or another creature takes an action
to shake them

☐ Potion of Healing uncommon DDAL05-03 Uninvited Guests DDAL05-03 Uninvited Guests Show
☐ Stone of Good Luck (Luckstone) uncommon DDAL-02B- The Weirding Vats DDAL-02B- The Weirding Vats Show
Notes:

Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

🗸 Spell Scroll of Find Familiar (copied into Spellbook) common DDAL-02B- The Weirding Vats DDAL-02B- The Weirding Vats Show
Notes:

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)
☐ Tongkat Nenek Kebayan (Staff of Healing) rare WBW-DC-DMMC-01 The Solitude of Solace Service Hours Award_Rare Show
Notes:

Staff, rare (requires attunement by a Bard, Cleric, or Druid)
This staff has 10 charges. While holding it, 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 spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

☐ Dagger of Venom rare 12b Service Hours Award_Rare Reward Service Hours Award_Rare 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.

☐ Warhammer +2 rare 12b Service Hours Awarded_Repeatable Rare Weapon reward + 50000 Gold Service Hours Awards_+2 Weapon (Repeatable) Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Arcane Grimoire +1 uncommon Starting Play At Level 5 Reward (Caeles Drayven) 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

☐ Hat of Disquise uncommon Vecna: Nest of the Eldritch Eye Vecna: Nest of the Eldritch Eye Show
Notes:

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

☐ Robe of Stars very_rare Service Hours Awarded_2024: 50th Anniversary-Very Rare Reward Service Hours Awarded_2024: 50th Anniversary Show
Notes:

Wondrous Item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

☐ Astromancy Archive common SJ-DC-KGV-01 Moonlit Mysteries: A Heist to Remember Service Hours Awarded_2024: 50th Anniversary_Rare Reward Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

☐ Potion of Healing common CCC-CIC-01 The Vault of the Devourer CCC-CIC-01 The Vault of the Devourer Show
☐ Spell Scroll, 1st-level: Arms of Hadar common CCC-CIC-01 The Vault of the Devourer CCC-CIC-01 The Vault of the Devourer Show
☐ Boots of the Winterlands uncommon CCC-CIC-01 The Vault of the Devourer CCC-CIC-01 The Vault of the Devourer Show
Notes:

Wondrous Item, uncommon (requires attunement)

These black furred boots depict stark white gelugons wrapped around each foot. The wearer leaves behind icy footprints that disappear after a few seconds.

While you wear them, you gain the following benefits:

· You have resistance to cold damage.

· You ignore difficult terrain created by ice or snow.

· You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.