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.
| 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. |
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| ☐ Potion of Greater Healing | uncommon | CCC-BMG-13 PHLAN 1-1 Sepulture | CCC-BMG-13 PHLAN 1-1 Sepulture | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ 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) Notes: Set: Strength Score, Buff, Handwear |
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| ☐ 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 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 This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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) |
||||||
| ☐ 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 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 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. |
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