Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Psi Crystal
uncommon
Trade Log
Show
Notes:
Wonderous Item, uncommon (requires attunement)
This crystal grants you telepathy for as long as you remain attuned to it. Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with you for you to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages, but it cannot initiate or terminate a telepathic conversation. You don’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two connected creatures are no longer within range of each other or if you contact a different creature within range. You can initiate or terminate a telepathic conversation without using an action, but while you are incapacitated you cannot initiate telepathic contact, and any current contact is terminated. If you are within the area of an antimagic field or in any other location where magic doesn’t function, you can’t send or receive telepathic messages. The crystal glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy. If your intelligence score is 3-7, the range of telepathy is 15 ft and it gives dim light out to a range of 5 ft, an Int score of 8-11 has a range of telepathy of 30 ft and gives bright light in a 5 ft radius and dim light for an additional 5 ft, an Int score of 12-15 has a range of telepathy of 60 ft and bright light in a 10 ft radius with dim light for an additional 10 ft, and an Int score of 16 or higher has a range of telepathy for 120 ft and sheds bright light in a 15 ft radius with dim light for an additional 15 ft.
🗸 Scroll of Disguise Self
common
Purchase Log
Show
☐ Oil of Sharpness
very_rare
LOX: Episode 5 - Discord & Diplomacy
Show
Notes:
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
☐ Potion of Healing
common
CCC-GLIP-01-02 Beneath Glip Dak
CCC-GLIP-01-02 Beneath Glip Dak
Show
☐ Bag of Holding
uncommon
CCC-GLIP-01-02 Beneath Glip Dak
CCC-GLIP-01-02 Beneath Glip Dak
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.
☐ Shield of Expression
common
CCC-GLIP-01-02 Beneath Glip Dak
CCC-GLIP-01-02 Beneath Glip Dak
Show
Notes:
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.
☐ Spell Scroll of Fireball
uncommon
CCC-GLIP-01-02 Beneath Glip Dak
CCC-GLIP-01-02 Beneath Glip Dak
Show
☐ The Sixth Sword +2 Rapier with +2 to Initiative
rare
CCC-HAL-03 - Six Swords Unbound
Service Hours Awarded
Show
☐ Sprite Sleep Poison
common
DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor)
DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor)
Show
Notes:
Poison (injury) Made by sprites for coating their arrows. When a target is hit by an arrow, bolt or weapon that has been coated with a dose of this poison, the victim must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If the saving throw is a 5 or lower the poisoned target falls unconscious for the same duration, or until it takes damaged or another creature takes an action to shake them
☐ Cloak of Protection
uncommon
DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor)
DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor)
Show
Notes:
DRYAD’S CLOAK (CLOAK OF PROTECTION) Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green 16 DDAL00-02 Lost Tales of Myth Drannor Not for resale. Permission granted to print or photocopy this document for personal use only. in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak.
☐ Hat of Disquise
uncommon
DDAL08-03 Dock Ward Double Cross
DDAL08-03 Dock Ward Double Cross
Show
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
☐ Potion of Healing
common
DDAL09-01 Escape from Elturgard
DDAL09-01 Escape from Elturgard
Show
☐ Amulet of Proof Against Detection and Location
uncommon
DDAL09-01 Escape from Elturgard
DDAL09-01 Escape from Elturgard
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
☐ Tentacle Rod
rare
DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2]
DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2]
Show
Notes:
Tentacle Rod
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
☐ Gloves of Swimming and Climbing
uncommon
DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2]
DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2]
Show
Notes:
Gloves of Swimming and Climbing
Wondrous Item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
☐ Wand of Magic Detection
uncommon
DDEX1-2 Secrets of Sokol Keep
DDEX1-2 Secrets of Sokol Keep
Show
Notes:
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
☐ Rod of the Pact Keeper +2
rare
DDEX3-13 Writhing in the Dark
Service Hours Awarded
Show
Notes:
Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Potion of Healing
common
DDEX3-6 No Foolish Matter
DDEX3-6 No Foolish Matter
Show
☐ Pipes of the Sewers
uncommon
DDEX3-6 No Foolish Matter
DDEX3-6 No Foolish Matter
Show
Notes:
Wondrous item, uncommon
These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.” A description of this item can be found in the Dungeon Master's Guide.
☐ Bloodwell Vial +2
rare
DDHC-KGV-06 - Masterpiece Imbroglio
Trade Log
Show
Notes:
Rare
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
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Psi Crystal | uncommon | Trade Log | Show | |||
|
Notes:
Wonderous Item, uncommon (requires attunement) |
||||||
| 🗸 Scroll of Disguise Self | common | Purchase Log | Show | |||
| ☐ Oil of Sharpness | very_rare | LOX: Episode 5 - Discord & Diplomacy | Show | |||
|
Notes:
Potion, very rare |
||||||
| ☐ Potion of Healing | common | CCC-GLIP-01-02 Beneath Glip Dak | CCC-GLIP-01-02 Beneath Glip Dak | Show | ||
| ☐ Bag of Holding | uncommon | CCC-GLIP-01-02 Beneath Glip Dak | CCC-GLIP-01-02 Beneath Glip Dak | Show | ||
|
Notes:
Wondrous Item, uncommon 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. |
||||||
| ☐ Shield of Expression | common | CCC-GLIP-01-02 Beneath Glip Dak | CCC-GLIP-01-02 Beneath Glip Dak | Show | ||
|
Notes:
The front of this shield is shaped in the likeness of a |
||||||
| ☐ Spell Scroll of Fireball | uncommon | CCC-GLIP-01-02 Beneath Glip Dak | CCC-GLIP-01-02 Beneath Glip Dak | Show | ||
| ☐ The Sixth Sword +2 Rapier with +2 to Initiative | rare | CCC-HAL-03 - Six Swords Unbound | Service Hours Awarded | Show | ||
| ☐ Sprite Sleep Poison | common | DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor) | DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor) | Show | ||
|
Notes:
Poison (injury) Made by sprites for coating their arrows. When a target is hit by an arrow, bolt or weapon that has been coated with a dose of this poison, the victim must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If the saving throw is a 5 or lower the poisoned target falls unconscious for the same duration, or until it takes damaged or another creature takes an action to shake them |
||||||
| ☐ Cloak of Protection | uncommon | DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor) | DDAL00-02a The Darkwood Webs (Lost Tales of Myth Drannor) | Show | ||
|
Notes:
DRYAD’S CLOAK (CLOAK OF PROTECTION) Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green 16 DDAL00-02 Lost Tales of Myth Drannor Not for resale. Permission granted to print or photocopy this document for personal use only. in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak. |
||||||
| ☐ Hat of Disquise | uncommon | DDAL08-03 Dock Ward Double Cross | DDAL08-03 Dock Ward Double Cross | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
||||||
| ☐ Potion of Healing | common | DDAL09-01 Escape from Elturgard | DDAL09-01 Escape from Elturgard | Show | ||
| ☐ Amulet of Proof Against Detection and Location | uncommon | DDAL09-01 Escape from Elturgard | DDAL09-01 Escape from Elturgard | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
||||||
| ☐ Tentacle Rod | rare | DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2] | DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2] | Show | ||
|
Notes:
Tentacle Rod Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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| ☐ Gloves of Swimming and Climbing | uncommon | DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2] | DDAL-DRWEP-01 Assault on Myth Nantar [TIER 2] | Show | ||
|
Notes:
Gloves of Swimming and Climbing While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. |
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| ☐ Wand of Magic Detection | uncommon | DDEX1-2 Secrets of Sokol Keep | DDEX1-2 Secrets of Sokol Keep | Show | ||
|
Notes:
Wand, uncommon |
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| ☐ Rod of the Pact Keeper +2 | rare | DDEX3-13 Writhing in the Dark | Service Hours Awarded | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Potion of Healing | common | DDEX3-6 No Foolish Matter | DDEX3-6 No Foolish Matter | Show | ||
| ☐ Pipes of the Sewers | uncommon | DDEX3-6 No Foolish Matter | DDEX3-6 No Foolish Matter | Show | ||
|
Notes:
Wondrous item, uncommon |
||||||
| ☐ Bloodwell Vial +2 | rare | DDHC-KGV-06 - Masterpiece Imbroglio | Trade Log | Show | ||
|
Notes:
Rare |
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