Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ 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.

☐ Potion of Cloud Giant Strength very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
☐ 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)

☐ Potion of Clairvoyance uncommon CCC-HATMS02-02 Something Vile This Way Com CCC-HATMS02-02 Something Vile This Way Comes 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)
☐ Plate +2 very_rare DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
☐ 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.

☐ Nystul’s Magic Aura rare CCC-HATMS02-02 Something Vile This Way Comes CCC-HATMS02-02 Something Vile This Way Comes Show
Notes:

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

  • - (a small square of silk)
☐ 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.

☐ Miltiades’s Shield very_rare CCC-BMG-13 PHLAN 1-1 Sepulture CCC-BMG-13 PHLAN 1-1 Sepulture Show
Notes:

Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service
to others and whenever the bearer considers performing a selfish act, the shield enhances pangs
of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the
shield’s normal bonus to AC.

☐ 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.

☐ Manual of Golems (Stone) very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

ROLL TABLE TO VTT
d20 Golem Time Cost
1-5 Manual of Clay Golems 30 days 65,000 GP
6-17 Manual of Flesh Golems 60 days 50,000 GP
18 Manual of Iron Golems 120 days 100,000 GP
19-20 Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

☐ Manual of Gainful Exercise very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, very rare
This book describes fitness 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 Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

☐ Mantle of Spell Resistance very_rare DDHC-TYP Tomb of Horrors DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.

☐ 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

☐ Luck Blade (Greatsword) legendary DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Weapon (any sword), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.

Wish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.

☐ Kyrzin’s Ooze very_rare DDAL-DRW-20 - The Death of Szass Tam DDAL-DRW-20 - The Death of Szass Tam Show
Notes:

Wondrous Item (Symbiont), Very Rare
(Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s
interior. To attune to this item, you must first drink the
contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have
resistance to acid and poison damage, and you’re immune
to the poisoned condition.
Amorphous. As an action, you can speak a command
word and cause your body to assume the amorphous
qualities of an Ooze. For the next minute, you (along
with any equipment you’re wearing or carrying) can
move through a space as narrow as 1 inch wide without
squeezing. Once you use this property, it can’t be used
again until the next dawn.

Acid Breath. As an action, you can exhale acid in a
30-foot line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking 8d8
acid damage on a failed save, or half as much damage on a
successful one. Once you use this property, it can’t be used
again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from
you while you’re attuned to it, and you can’t voluntarily
end your attunement to it. If you’re targeted by a spell that
ends a curse, your attunement to the ooze ends as it seeps
out of you.
If you die while the ooze is inside you, it bursts out and
engulfs you, turning your corpse into a black pudding (see
the Monster Manual) allied with the Far Realm.
Potion of Invisibility
Potion, Very Rare
This potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for 1
hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.

☐ Holy Symbol of Ravenkind (Story Item) legendary DDHC-CoS Curse of Strahd DDHC-CoS Curse of Strahd Show
Notes:

Wondrous Item, legendary (requires attunement by a cleric or paladin of good alignment)
The Holy Symbol of Ravenkind is a unique holy symbol sacred to the good-hearted faithful of Barovia. It predates the establishment of any church in Barovia. According to legend, it was delivered to a paladin named Lugdana by a giant raven — or an angel in the form of a giant raven. Lugdana used the holy symbol to root out and destroy nests of vampires until her death. The high priests of Ravenloft kept and wore the holy symbol after Lugdana’s passing.

The holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.

The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.

Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.

Turn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.

Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).

☐ 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.

☐ Half Plate +2 very_rare DDEP07-02 Drums of the Dead (Tier 3) Service Hours Awarded Show
Notes:

Armor (light, medium, or heavy), very rare

You have a +2 bonus to AC while wearing this armor.

☐ Half-plate +1 rare CCC-TRI-06 Haggard Heroes CCC-TRI-06 Haggard Heroes Show
Notes:

Armor, rare
Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets
of iron until examined closely. While wearing this armor, it lowers your body temperature to just above
freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment.