Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Alchemist's Fire (flask) x2 common DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Type: Adventuring Gear Cost: 50 gp Weight: 1 lb
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

☐ Bag of Holding uncommon DC-SAC-07 Haunting in Gloomwood Cemetary DC-SAC-07 Haunting in Gloomwood Cemetary Show
Notes:

Bag of Holding
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.

This tattered black bag seems to absorb the light around it, making it difficult to discern its exact shape. The fabric is rough to the touch, woven from a strange, shadowy material that shifts and moves like living smoke. Arcane symbols are faintly visible, etched in a dark, blood-red thread along the edges of the bag. A faint, eerie whisper emanates from within, as if the bag itself is filled with the echoes of forgotten souls. Despite its worn appearance, the bag is unnaturally heavy, as though it carries the weight of the necromancer’s dark deeds.

This bag of holding has the Language minor property, granting the bearer the ability to speak and understand Netherese while on the bearer’s person.

☐ Boots of Striding and Springing (Shoes of the Glacial Walker) uncommon CCC-TRI-26 ROSE1-1 Touch the Stars CCC-TRI-26 ROSE1-1 Touch the Stars Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

☐ Brooch of Shielding uncommon SJ-DC-DD-03 Castles in the Sand SJ-DC-DD-03 Castles in the Sand Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

☐ Decanter of Endless Water uncommon CCC-GHC-BK2-02 The Folly of Sneaky Simon CCC-GHC-BK2-02 The Folly of Sneaky Simon Show
☐ Elixir of Health (3 Doses) uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

☐ Gauntlets of Ogre Power common Trade Log Show
Notes:

Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Notes: Set: Strength Score, Buff, Handwear

Harengon Spirit Club unique LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdon (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.

☐ Headband of Intellect uncommon DDAL05-16 Parnast Under Siege DDAL05-16 Parnast Under Siege Show
Notes:

(Wondrous Item, uncommon) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide. Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

☐ Maul +2 rare DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Trade Log Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Night Caller uncommon DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

☐ Pole of Collapsing common SJ-DC-DD-03 Castles in the Sand SJ-DC-DD-03 Castles in the Sand Show
Notes:

Wondrous Item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

☐ Potion of Greater Healing uncommon DC-SAC-07 Haunting in Gloomwood Cemetary DC-SAC-07 Haunting in Gloomwood Cemetary Show
Notes:

Potion, uncommon

☐ Potion of Healing common CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear Show
☐ Potion of Healing common LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
☐ Potion of Healing common DDIA06-The Yawning Portal-The Sunless Citadel DDIA06-The Yawning Portal-The Sunless Citadel Show
☐ Potion of Healing common CCC-TRI-26 ROSE1-1 Touch the Stars CCC-TRI-26 ROSE1-1 Touch the Stars Show
☐ Potion of Healing common DDIA06-The Yawning Portal-The Sunless Citadel DDIA06-The Yawning Portal-The Sunless Citadel Show
☐ Potion of Healing x2 common DDIA06-The Yawning Portal-The Sunless Citadel Show
☐ Quaal's Feather Token (Tree) common DDIA06-The Yawning Portal-The Sunless Citadel Show
Notes:

Wondrous Item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.

ROLL TABLE TO VTT
d100 Feather Token
01-20 Anchor
21-35 Bird
36-50 Fan
51-65 Swan Boat
66-90 Tree
91-00 Whip
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.

As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.