Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Shield of Expression common CCC-GLIP-0102 Beneath Glip Dak Show
Notes:

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 Xanathar’s Guide to Everything.

Bag of Holding uncommon Hall beneath Glip Dak CCC-GLIP-0102 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.
This item can be found in the Dungeon Master’s Guide.

Potion of Healing common Sour Patch Marsh LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Potion, common
You regain 2d4+2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

Harengon Spirit Club common Fuzzytail Farm LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, attached to player
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 Wisdom (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 until the next dawn.

Wand of Pyrotechnics common Cavern in Feywild WBW-DC Run, It's Not Running Show
Notes:


Wand, common
1 lb.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.

Sling Bullets +1 uncommon Wasp Nest WBW-DC Run, It's Not Running Show
Notes:


Ammunition, uncommon
1.2 oz.

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Decanter of Endless Water uncommon Cavern in Feywild WBW-DC Run, It's Not Running Show
Notes:


Wondrous Item, uncommon
2 lb.

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
* "Stream" produces 1 gallon of water.
* "Fountain" produces 5 gallons of water.
* "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Dryad´s Cloak (Cloak of Protection) uncommon Oak Tree (Home of the Dryad Kaltensendra) DDAL00-02A The Darkwood Webs Show
Notes:


Wondrous Item, uncommon (requires attunement)
This cloak reflects the color of the seasons;
* green 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. This item can be found in the Dungeon Master’s Guide.

Stone of Good Luck (Luckstone) uncommon Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


Wondrous Item, uncommon (requires attunement)
While this stone is on your person, you gain a +1 bonus to ability checks and saving throws. This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch. This item can be found in the Dungeon Master’s Guide.

Potion of Healing (2) common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


When you drink this potion, you regain 2d4 + 2 Hit Points.

Spell Scroll of Find Familiar common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any sp⁠ecial sense⁠s that the familiar has. During this time, you are deaf and blind with regard to your own sen⁠ses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your atta⁠ck modifier for the roll.

Gorig's Spellbook common Cavern of Gorig DDAL00-02B The Weirding Vats Show
Notes:


Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells:

  • acid splash,
  • fear,
  • blindness/deafness,
  • false life,
  • fire bolt,
  • haste,
  • magic missile,
  • mirror image,
  • ray of enfeeblement,
  • ray of frost,
  • ray of sickness,
  • shield,
  • shocking grasp.
Heavy Crossbow +1 uncommon 5th level DDAL00-02B The Weirding Vats Show
Notes:

Ranged Weapon, Uncommon

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Ammunition: You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.

Bracers of Defense rare Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light.
The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.

Potion of Greater Healing common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you regain 4d4 + 4 Hit Points.

Potion of Poison Resistance common Canyon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, uncommon
When you drink this potion, you gain Resistance to poison damage for 1 hour.

Potion of Heroism common Cavern of Green Dragon DDAL 00-02C Spawn of the Maimed Virulence Show
Notes:


Potion, rare
For 1 hour after drinking it, you gain 10 temporary Hit Points that last for 1 hour.
For the same Duration, you are under the Effect of the bless spell (no Concentration required).
Whenever you make an Attack roll or a saving throw before the Effect ends, you can roll a d4 and add the number rolled to the atta⁠ck roll or saving throw.
This blue potion bubbles and steams as if boiling.

Velahr´Kerym (Flame Tongue Longsword) rare Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

Potion of Invisibility common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Potion, very rare
When you drink this potion, you—along with the clothing, armor, Weapons, and other Equipment on your person—become Invisible for 1 hour. The Invisibility ends if you Attack or Cast a Spell.

Spell Scroll of Fireball (5th lvl) common Ruins of Duathampee DDAL 00-02D Echoes of the Weeping War Show
Notes:


Scroll, rare
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius Sphere centered on that point must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable Objects in the area that aren’t being worn or carried.

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's Components. Otherwise, the scroll is unintelligible.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other Effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.