Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
☐ Mithral Half Plate
uncommon
CCC-GLIP-0103 Citadel of Vlaakith
CCC-GLIP-0103 Citadel of Vlaakith
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 Player Handout 4.
☐ Potion of Healing
common
CCC-GLIP-0103 Citadel of Vlaakith
CCC-GLIP-0103 Citadel of Vlaakith
Show
☐ Bag of Holding
uncommon
CCC-GLIP-01-02-Beneath Glip Dak
CCC-GLIP-01-02-Beneath Glip Dak
Show
Notes:
Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger
than its outside dimensions. This item can be found
in Player Handout 4.
☐ Shield of Expression Armor
common
CCC-GLIP-01-02-Beneath Glip Dak
CCC-GLIP-01-02-Beneath Glip Dak
Show
Notes:
Shield of Expression
Armor (shield), common
The front of this shield is shaped in the likeness of a
face. While bearing the shield, you can use a bonus
action to alter the face’s expression. This item can be
found in Player Handout 4.
☐ Potion of Healing
common
CCC-GLIP-01-02-Beneath Glip Dak
CCC-GLIP-01-02-Beneath Glip Dak
Show
☐ Spell Scroll of Fireball
uncommon
CCC-GLIP-01-02-Beneath Glip Dak
CCC-GLIP-01-02-Beneath Glip Dak
Show
Notes:
Scroll of Fireball
Scroll, uncommon
☐ Rapier +1
uncommon
DDEX3-2 Shackles of Blood
DDEX3-2 Shackles of Blood
Show
Notes:
Wondrous item, uncommon
Crafted of sturdy beech wood, this rather stout wand sports arcane runes etched in silver along its length and solid silver orbs capping each end. A description for this item can be found in the Dungeon Master’s Guide.
☐ Potion of Healing
uncommon
DDEX3-2 Shackles of Blood
DDEX3-2 Shackles of Blood
Show
Notes:
Potion of Healing
Potion, uncommon
A description of this item can be found in the basic rules or the Player’s Handbook.
☐ Scroll of Dimension Door
uncommon
DDEX3-2 Shackles of Blood
DDEX3-2 Shackles of Blood
Show
☐ Wand of Web
uncommon
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.
☐ Potion of Healing
common
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
☐ Harengon Spirit Club (Eventitem)
common
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) 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 next dawn.
☐ Slippers of Spider Climbing
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
☐ Mithral Armor (Half-Plate)
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
☐ Cap of Water Breathing
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous Item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
☐ Gloves of Thievery
uncommon
DDHC-KGV-04 - Prisoner 13
DDHC-KGV-04 - Prisoner 13
Show
Notes:
Wondrous item, uncommon
Finally, a magic item to defeat every D&D party’s archnemesis: the door. If you attempt a Dexterity (Sleight of Hand) check or try to pick a lock while wearing the gloves of thievery, you’ll receive a +5 bonus. Items that bestow flat bonuses like this are exceptionally valuable, because they stack with common abilities that apply advantage like the Help action or enhance ability spell.
☐ Necklace of Fireballs (7 Beads)
rare
DDHC-KGV-06 - Masterpiece Imbroglio
DDHC-KGV-06 - Masterpiece Imbroglio
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
☐ Necklace of Prayer Beads (Bless, Lessor Restoration, Greater Restoration, Wind Walk)
rare
DDHC-KGV-06 - Masterpiece Imbroglio
DDHC-KGV-06 - Masterpiece Imbroglio
Show
Notes:
blessing, curing, favor, and wind walking
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk
☐ Boots of Speed
rare
DDAL06-02 The Redemption of Kelvan
Trade Log
Show
Notes:
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.
☐ Dread Helm
common
CCC-GLIP-0103 Citadel of Vlaakith
CCC-GLIP-0103 Citadel of Vlaakith
Show
Notes:
Wondrous Item, common
This fearsome steel helm makes your eyes glow red
while you wear it. This item can be found in Player
Handout 3.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| ☐ Mithral Half Plate | uncommon | CCC-GLIP-0103 Citadel of Vlaakith | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
|
Notes:
Armor (half-plate), uncommon |
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| ☐ Potion of Healing | common | CCC-GLIP-0103 Citadel of Vlaakith | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
| ☐ Bag of Holding | uncommon | CCC-GLIP-01-02-Beneath Glip Dak | CCC-GLIP-01-02-Beneath Glip Dak | Show | ||
|
Notes:
Bag of Holding |
||||||
| ☐ Shield of Expression Armor | common | CCC-GLIP-01-02-Beneath Glip Dak | CCC-GLIP-01-02-Beneath Glip Dak | Show | ||
|
Notes:
Shield of Expression |
||||||
| ☐ Potion of Healing | common | CCC-GLIP-01-02-Beneath Glip Dak | CCC-GLIP-01-02-Beneath Glip Dak | Show | ||
| ☐ Spell Scroll of Fireball | uncommon | CCC-GLIP-01-02-Beneath Glip Dak | CCC-GLIP-01-02-Beneath Glip Dak | Show | ||
|
Notes:
Scroll of Fireball |
||||||
| ☐ Rapier +1 | uncommon | DDEX3-2 Shackles of Blood | DDEX3-2 Shackles of Blood | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| ☐ Potion of Healing | uncommon | DDEX3-2 Shackles of Blood | DDEX3-2 Shackles of Blood | Show | ||
|
Notes:
Potion of Healing |
||||||
| ☐ Scroll of Dimension Door | uncommon | DDEX3-2 Shackles of Blood | DDEX3-2 Shackles of Blood | Show | ||
| ☐ Wand of Web | uncommon | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a Spellcaster) 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. |
||||||
| ☐ Potion of Healing | common | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
| ☐ Harengon Spirit Club (Eventitem) | common | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
|
Notes:
This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) 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 next dawn. |
||||||
| ☐ Slippers of Spider Climbing | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| ☐ Mithral Armor (Half-Plate) | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Armor (medium or heavy, but not hide), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
||||||
| ☐ Cap of Water Breathing | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous Item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
||||||
| ☐ Gloves of Thievery | uncommon | DDHC-KGV-04 - Prisoner 13 | DDHC-KGV-04 - Prisoner 13 | Show | ||
|
Notes:
Wondrous item, uncommon Finally, a magic item to defeat every D&D party’s archnemesis: the door. If you attempt a Dexterity (Sleight of Hand) check or try to pick a lock while wearing the gloves of thievery, you’ll receive a +5 bonus. Items that bestow flat bonuses like this are exceptionally valuable, because they stack with common abilities that apply advantage like the Help action or enhance ability spell. |
||||||
| ☐ Necklace of Fireballs (7 Beads) | rare | DDHC-KGV-06 - Masterpiece Imbroglio | DDHC-KGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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| ☐ Necklace of Prayer Beads (Bless, Lessor Restoration, Greater Restoration, Wind Walk) | rare | DDHC-KGV-06 - Masterpiece Imbroglio | DDHC-KGV-06 - Masterpiece Imbroglio | Show | ||
|
Notes:
blessing, curing, favor, and wind walking This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
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| ☐ Boots of Speed | rare | DDAL06-02 The Redemption of Kelvan | Trade Log | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. |
||||||
| ☐ Dread Helm | common | CCC-GLIP-0103 Citadel of Vlaakith | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
|
Notes:
Wondrous Item, common |
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