Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Potion of Superior Healing rare CCC-BMG-MOON20 Through the Storm CCC-BMG-MOON20 Through the Storm 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

☐ Potion of Vitality rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

☐ Shield of the Silver Dragon (+2 Shield with +2 Initiative) rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Potion of Heroism rare CCC-LINKS-02 The Secrets We Keep CCC-LINKS-02 The Secrets We Keep Show
☐ Ring of Regeneration rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Potion of Supreme Healing rare CCC-ALMOG-03 TALES03-01 Claws of Fury CCC-ALMOG-03 TALES03-01 Claws of Fury 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

☐ Mace of Terror rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Notes: Frightened, Damage, Control, Debuff, Combat

☐ Dawnfire (Sun Blade) rare CCC-STORM-01 The Barrows of Solina Trade Log Show
Notes:

Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. This item can be found in the Dungeon Master’s Guide.

☐ Ring of Free Action rare CCC-BMG-MOON20 Through the Storm CCC-BMG-MOON20 Through the Storm Show
Notes:

Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

☐ Rapier of Wounding rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
Notes:

Weapon (any sword), rare (requires attunement) Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

☐ Scroll of Forcecage rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.

☐ Scroll of Circle of Death rare CCC-ROZK-01-02 Zhentarim's Lament CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

☐ Potion of Invulnerability rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

☐ Potion of Diminution rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

☐ Greatsword +2 rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Weapon (greatsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Ring of cold Resistance rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
Notes:

Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

☐ Amulet of the Devout +2 rare Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet’s rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

RARITY BONUS
Uncommon +1
Rare +2

☐ Oil of Etherealness rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, rare
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

☐ Spell Scroll of Greater Invisibility rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Invulnerability rare 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:

Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.