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.

☐ Dread Helm common CCC-GLIP-01-03 CCC-GLIP-01-03 Show
Notes:

Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. This item can be found in Xanathar’s Guide to Everything.

☐ 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

☐ Spell Scroll of Mind Spike common DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

Spell Scroll, common.
A spell scroll bears the words of a 1st level
spell ‘mind spike’, written in a mystical
cipher. If the spell is on your class’s spell list,
you can read the scroll and cast its spell
without providing any material components.
Otherwise, the scroll is unintelligible. Casting
the spell by reading the scroll requires the
spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it
crumbles to dust. If the casting is
interrupted, the scroll is not lost.
“ Written in gnome squidling ink, a Illithid
motif purple-black scroll radiates a faint
psionic pulse.”

☐ Chest of Preserving common DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

“Chest of Ryboslav ”
Wondrous Item, common
This common wondrous item has the
following magical property: food and other
perishable items do not age or decay while
inside it. The chest is 2½ feet long, 1½ feet
wide, and 1 foot tall with a half-barrel lid. It
weighs 25 pounds.

☐ Mantle of Spell Resistance rare REWARDS LIST: SEASON OF SPELLJAMMING Service Hours Awarded Show
Notes:

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

☐ Mace of Smiting rare REWARDS LIST: SEASON OF SPELLJAMMING Service Hours Awarded Show
Notes:

Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Greatsword +2 rare DDHC-CoS-7 Curse of Strahd Service Hours Awarded Show
☐ 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.

☐ Horn of Blasting rare DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
Notes:

Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat

☐ Acid (vial) common DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
Notes:

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

☐ Potion of Healing x2 uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
☐ Weapon of Warning (Scimitar) uncommon DDHC-JRC-05-Sins of our Elders DDHC-JRC-05-Sins of our Elders Show
Notes:

Can only be used in Radiant Citadel.

☐ 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.

☐ Goggles of Night uncommon DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show