Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Invisibility very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

☐ 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 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.

☐ Potion of Lightning Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Longevity very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, very rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 +6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened.

☐ Potion of Necrotic Resistance uncommon DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ Potion of Poison common DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ Potion of Resistance (Radiant) uncommon CCC-HATMS02-02 Something Vile This Way Com CCC-HATMS02-02 Something Vile This Way Comes Show
Notes:

Potion, uncommon
When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below.

☐ Potion of Speed very_rare CCC-BMG-37 HULB 3-1 Weakness of Rock CCC-BMG-37 HULB 3-1 Weakness of Rock Show
Notes:

Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

☐ 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 Supreme Healing very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors 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 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

☐ Potion of Vitality very_rare DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

Drinking this potion removes any exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours.

☐ 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.

☐ Potion of Vitality very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Potion, very rare
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.

☐ Potion of Wall of Thorns rare BMG-DRWEP-OD-03 - The Undead in Our Closets BMG-DRWEP-OD-03 - The Undead in Our Closets Show
Notes:

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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, both types of damage increase by 1d8 for each slot level above 6th.

☐ 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.

☐ 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.

☐ 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.

☐ Ring of Regeneration very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.