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