Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Spell Scroll of Lesser Restoration uncommon CCC-BMG-13 PHLAN 1-1 Sepulture CCC-BMG-13 PHLAN 1-1 Sepulture Show
Notes:

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

☐ Potion of Greater Healing uncommon CCC-BMG-13 PHLAN 1-1 Sepulture CCC-BMG-13 PHLAN 1-1 Sepulture 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

☐ Elixir of Health uncommon DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Gauntlets of Ogre Strength uncommon CCC-ODFC01-01 - Hammer and Anvil Service Hours Rewards Applied Show
Notes:

Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Notes: Set: Strength Score, Buff, Handwear

☐ Amulet of the Devout +1 uncommon Starting Play at Level 5 Starting Play at Level 5 Show
☐ Deck of Illusions (34 Cards) uncommon DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Wondrous Item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

☐ Potion of Healing x2 uncommon DDHC-CoS Curse of Strahd-Death House DDHC-CoS Curse of Strahd-Death House Show
☐ Potion of Fire Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Fire Breath uncommon CCC-TRI-06 Haggard Heroes CCC-TRI-06 Haggard Heroes Show
Notes:

Potion, uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

☐ Sentinel Shield uncommon DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain 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.

☐ Scroll of Spiritual Weapon uncommon DDHC-CoS Curse of Strahd-Death House DDHC-CoS Curse of Strahd-Death House Show
Notes:

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

☐ Spell Scroll of Windwall uncommon CCC-BMG-13 PHLAN 1-1 Sepulture CCC-BMG-13 PHLAN 1-1 Sepulture Show
Notes:

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

☐ Spell Scroll of Alter Self uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Spell Scroll of Magic Missile. uncommon DC-PoA-TDG01-07 Rage of the Rime DC-PoA-TDG01-07 Rage of the Rime Show
☐ Cloak of Protection, +1 uncommon DDHC-CoS Curse of Strahd-Chapter 2-Durst Manor DDHC-CoS Curse of Strahd-Death House Show
☐ Mithral Armor (Scale) +1 uncommon DC-PoA-TDG01-07 Rage of the Rime DC-PoA-TDG01-07 Rage of the Rime Show
Notes:

(Mithral Hulk-Buster Armor)
Wondrous Item, uncommon.
Dwarven armour created from the infusion
chardalyn and mithral, inspired by the fearsome
bodies of the Star Spawn Hulks.

☐ Potion of Healing uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) Show
☐ Serpent Scale Armor uncommon 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.

☐ Bracer's of Archery uncommon DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 2) Show
Notes:

Wonderous Item, Uncommon (Requires Attunement)

These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

☐ Shortsword +1 uncommon DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

+1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:

The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
A lawful good creature can attune itself to the sword in 1 minute.
While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.