Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Sixth Sword (Rapier +2 w/ +2 Initiative) rare CCC-HAL-03-Six_Swords_Unbound CCC-HAL-03-Six_Swords_Unbound Show
☐ Vial of Drow Poison rare CCC-HAL-03-Six_Swords_Unbound CCC-HAL-03-Six_Swords_Unbound Show
☐ Superior Healing Potion rare DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
Notes:

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

☐ Boots of Speed with Waterborne Trait rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

BOOTS OF SPEED
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long
rest.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

☐ Bloodwell Vial +2 rare DDHC-KGV-12 - Party at Paliset Hall DDHC-KGV-12 - Party at Paliset Hall Show
Notes:

Wondrous Item, varies (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Cloak of Displacement rare Service Hours Rewards Applied Show
Notes:

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

☐ Horn of Valhalla (Silver) rare DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Silver Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons

☐ Dragonborn Mage Spellbook rare DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
Notes:

The dragonborn mage’s spell book has the following spells in it that may be scribed into a character’s spellbook, using the rules in the Player’s Handbook.

1st level: detect magic, mage armor, magic missile, shield
2nd level: invisibility, mirror image
3rd level: haste, fireball, fly
4th level: Evard's black tentacles, polymorph
5th level: cone of cold, Bigby's hand

☐ Lantern of Revealing uncommon CCC-MALTH-001 Selûne's Tear CCC-MALTH-001 Selûne's Tear Show
☐ Pearl of Power uncommon WBW-DC-ROOK-1-2 Rise of the Everplume WBW-DC-ROOK-1-2 Rise of the Everplume Show
Notes:

Requires Attunement by a Spellcaster

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot is of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

☐ Potion of Healing uncommon WBW-DC-ROOK-1-2 Rise of the Everplume WBW-DC-ROOK-1-2 Rise of the Everplume Show
☐ Spell Scroll of Warding Wind uncommon CCC-YLRA-SDCC01-2 No Good Deed CCC-YLRA-SDCC01-2 No Good Deed Show
☐ Wand of Secrets uncommon CCC-YLRA-SDCC01-2 No Good Deed CCC-YLRA-SDCC01-2 No Good Deed Show
Notes:

Wand of secrets
Wand, uncommon

The intricate carvings along this wand of polished duskwood contain seemingly endless detail. A prominent emblem is carved on its base, which any adventurer from the region can recognize as the symbol of the Turning Key—a famous but long-defunct adventuring company of Tavilar.

While holding the wand, you (and only you) occasionally hear female voices whispering words of encouragement and support. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ Potion of Greater Healing uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
☐ Nature's Mantle uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
Notes:

Wondrous item, Uncommon (req. attunement from Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Flavor: This particular cloak is made of layers of moss.

Minor Property: Sentinel. This item glows faintly when a dragon is within 120 feet of it.

☐ Spell Scroll: Speak with Plants (3rd) uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
☐ Potion of Resistance (Poison) uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
☐ Wand of Magic Missles uncommon CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear Show
Notes:

Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Bag of Holding uncommon CCC-BMG-MOON-1-3 Heritage vs Kinship CCC-BMG-MOON-1-3 Heritage vs Kinship Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Potion of Greater Healing uncommon DDEX1-13 Pool of Radiance Resurgent DDEX1-13 Pool of Radiance Resurgent Show
Notes:

Potion, uncommon
This potion’s red liquid glimmers when agitated. A description of this item can be found in the Dungeon Master’s Guide.