Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Bag of Holding uncommon CCC-GARY-05 The Shadows of the Trees CCC-GARY-05 The Shadows of the Trees 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. Notes: Utility, Container

☐ Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
Notes:

Gauntlets of Ogre Power Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean. Your Strength is 19 when you wear these gauntlets. They have no effect if your Strength is already 19 or higher.

☐ Oil of Slipperiness uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Potion of Healing uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Mithral Half Plate uncommon CCC-GLIP-01-03 CCC-GLIP-01-03 Show
Notes:

Armor (half-plate), uncommon This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments. Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. This item can be found in the Dungeon Masters Guide.

☐ Hand Crossbow +1 uncommon Starting Play at Level 5 Starting Play at Level 5 Show
☐ Helm of Telepathy uncommon DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

Helm of Telepathy
“Ryboslav’s Helm”
Wondrous Item, uncommon (requires attunement)
While wearing this helm, you can use an
action to cast the detect thoughts spell (save
DC13) from it. As long as you maintain
concentration on the spell, you can use a
bonus action to send a telepathic message
to a creature you are focused on. It can
reply–using a bonus action to do so–while
your focus on it continues.
While focusing on a creature with detect
thoughts, you can use an action to cast the
suggestion spell (save DC13) from the helm
on that creature. Once used, the suggestion
property can't be used again until the next
dawn.
“A chardalyn helm with red ruby eyes and an
illithid/gold

☐ Ring of Jumping uncommon DDHC-KGV-03 - Reach for the Stars Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

☐ Potion of Healing x2 uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
☐ Goggles of Night uncommon DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show
☐ Periapt of Wound Closure (Ilmater’s Bleeding Heart) uncommon CCC-GHC-BK1-08 The Hunt for Cutter Jack Trade Log Show
Notes:

Uncommon
Wondrous Item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

☐ Goggles of Night uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

☐ Stone of Good Luck (Luckstone) uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

☐ Sweet HoneyFish Mooncake (Keoghtom's Ointment) x4 uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
Notes:

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

☐ Potion of Greater Healing uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
☐ Smokepowder (packet) uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
Notes:

Wondrous item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets.
A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.

☐ Potion of Greater Healing uncommon Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
☐ Potion of Fire Breath uncommon PS-DC-PKL-05 - Mass Hysteria PS-DC-PKL-05 - Mass Hysteria Show
Notes:

Potion, uncommon

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

☐ Spellwrought Tattoo (Clairvoyance) uncommon Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Wondrous Item (Tattoo), Uncommon (Consumable)
Produced by a special needle, this magic tattoo con-
tains the clairvoyance spell, wrought on your skin by a
magic needle. To use the tattoo, you must hold the needle
against your skin and speak the command word. The nee-
dle turns into ink that becomes the tattoo, which appears
on the skin in whatever design you like. Once the tattoo is
there, you can cast its spell, requiring no material com-
ponents. The tattoo glows faintly while you cast the spell
and for the spell's duration. Once the spell ends, the tattoo
vanishes from your skin.
This needle etches lines of metallic gold and silver into
your skin.
This item can be found in Tasha's Cauldron of
Everything (TCE)

☐ Clothes of Mending (with Illusion special property) uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show