Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ 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 Cloud Giant Strength
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
☐ 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.
☐ Spear of Backbiting
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (spear), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Berserker Axe
rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Applicable Weapons:
Name Type Damage Properties
Handaxe Simple Melee 1d6 slashing Light, thrown (20/60)
Battleaxe Martial Melee 1d8 slashing Versatile (1d10)
Greataxe Martial Melee 1d12 slashing Heavy, two-handed
☐ Greatsword of Vengeance
uncommon
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Applicable Weapons:
Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light
☐ Defender Longsword
legendary
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Applicable Weapons:
Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
Rapier Martial Melee 1d8 piercing Finesse
Scimitar Martial Melee 1d6 slashing Finesse, light
Shortsword Martial Melee 1d6 piercing Finesse, light
☐ Potion of Healing (x6)
uncommon
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
☐ Dancing Sword, “Raptor” (Rapier)
very_rare
CCC-LINKS-02 The Secrets We Keep
CCC-LINKS-02 The Secrets We Keep
Show
Notes:
Weapon (rapier), very rare (requires attunement)
Fulton Stormweather enjoyed a successful career as a swashbuckling wizard for many years before becoming trapped in the Feywild. His bonded weapon, a rapier named “Raptor”, became the target of his enchantment effects. Over time, it seemingly developed a hint of a personality. Its attuned bearer feels more confident, and it makes a keening cry like that of a hunting raptor when landing a killing blow on an enemy. A description of this item can be found in the Dungeon Master’s Guide.
☐ Potion of Heroism
rare
CCC-LINKS-02 The Secrets We Keep
CCC-LINKS-02 The Secrets We Keep
Show
☐ Spell Scroll of Dream
common
CCC-LINKS-02 The Secrets We Keep
Show
☐ 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.
☐ Saddle of the Cavalier
uncommon
CCC-GHC-BK2-01 Shadows of Rith Keep
Trade Log
Show
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
☐ Manual of Quickness of Action
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ 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.
☐ Headband of Intellect
uncommon
DDAL05-16 Parnast Under Siege
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
☐ Spell Scroll: Scrying
very_rare
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
* - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
☐ Spell Scroll: Project Image
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
* - (a small replica of you made from materials worth at least 5 gp)
☐ Potion of Clairvoyance
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
☐ Gem of Seeing
common
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Longevity | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Potion of Cloud Giant Strength | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
| ☐ 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. |
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| ☐ Spear of Backbiting | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (spear), very rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Berserker Axe | rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (any axe), rare (requires attunement) Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Applicable Weapons: Name Type Damage Properties |
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| ☐ Greatsword of Vengeance | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (any sword), uncommon (requires attunement) Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Applicable Weapons: Name Type Damage Properties |
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| ☐ Defender Longsword | legendary | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (any sword), legendary (requires attunement) The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. Applicable Weapons: Name Type Damage Properties |
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| ☐ Potion of Healing (x6) | uncommon | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Dancing Sword, “Raptor” (Rapier) | very_rare | CCC-LINKS-02 The Secrets We Keep | CCC-LINKS-02 The Secrets We Keep | Show | ||
|
Notes:
Weapon (rapier), very rare (requires attunement) |
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| ☐ Potion of Heroism | rare | CCC-LINKS-02 The Secrets We Keep | CCC-LINKS-02 The Secrets We Keep | Show | ||
| ☐ Spell Scroll of Dream | common | CCC-LINKS-02 The Secrets We Keep | Show | |||
| ☐ 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. |
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| ☐ Saddle of the Cavalier | uncommon | CCC-GHC-BK2-01 Shadows of Rith Keep | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. |
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| ☐ Manual of Quickness of Action | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ 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 |
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| ☐ Headband of Intellect | uncommon | DDAL05-16 Parnast Under Siege | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Spell Scroll: Scrying | very_rare | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Connection Save Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. |
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| ☐ Spell Scroll: Project Image | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. |
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| ☐ Potion of Clairvoyance | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. |
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| ☐ Gem of Seeing | common | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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