Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Pole of Angling
common
DC-PoA The Curse of Culture
-
DC-PoA The Curse of Culture
Show
Notes:
Wondrous item, minor tier, common
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Heward's Handy Haversack
rare
C
CCC-AN-03 Winter Wonderland
Show
Notes:
Wondrous item, rare
This haversack is made of red and white leather and has golden clasps. There are silver bells on the bag, but they only make noise on the night of the winter solstice. Those who hear the bells ringing are reminded of a happy moment from their childhood and experience the most peaceful and restful night of sleep they can ever remember having.
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Wand of Web
uncommon
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
F
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.
This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned.
Goggles of Night
uncommon
DDAL08-02 Beneath the City of the Dead
F
DDAL08-02 Beneath the City of the Dead
Show
Notes:
Wondrous item, uncommon
These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
Ward of the Martyr (Periapt of Health)
uncommon
CCC-TAROT- 01-03 A Martyred Heart
F
CCC-TAROT- 01-03 A Martyred Heart
Show
Notes:
Wondrous Item, uncommon
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Dragon's Lullaby (Mac-Furmidh Cittern)
uncommon
CCC-GSP01-01 A Dragon’s Breath
F
CCC-GSP01-01 A Dragon’s Breath
Show
Notes:
wonderous item, uncommon, requires Attunement by a Bard.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.
You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud
In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern.
Longsword +1
uncommon
AL Lvl5
F
CCC-GSP01-01 A Dragon’s Breath
Show
Boots of the Winterlands
uncommon
DC-PoA The Curse of Culture
F
DC-PoA The Curse of Culture
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
Pole of Angling | common | DC-PoA The Curse of Culture | - | DC-PoA The Curse of Culture | Show | |
Notes:
Wondrous item, minor tier, common While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. |
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Heward's Handy Haversack | rare | C | CCC-AN-03 Winter Wonderland | Show | ||
Notes:
Wondrous item, rare This haversack is made of red and white leather and has golden clasps. There are silver bells on the bag, but they only make noise on the night of the winter solstice. Those who hear the bells ringing are reminded of a happy moment from their childhood and experience the most peaceful and restful night of sleep they can ever remember having. This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Wand of Web | uncommon | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | F | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | |
Notes:
Wand, uncommon (requires attunement by a Spellcaster) |
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Goggles of Night | uncommon | DDAL08-02 Beneath the City of the Dead | F | DDAL08-02 Beneath the City of the Dead | Show | |
Notes:
Wondrous item, uncommon These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide. |
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Ward of the Martyr (Periapt of Health) | uncommon | CCC-TAROT- 01-03 A Martyred Heart | F | CCC-TAROT- 01-03 A Martyred Heart | Show | |
Notes:
Wondrous Item, uncommon |
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Dragon's Lullaby (Mac-Furmidh Cittern) | uncommon | CCC-GSP01-01 A Dragon’s Breath | F | CCC-GSP01-01 A Dragon’s Breath | Show | |
Notes:
wonderous item, uncommon, requires Attunement by a Bard. An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg. You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Barkskin, Cure Wounds, Fog Cloud In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern. |
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Longsword +1 | uncommon | AL Lvl5 | F | CCC-GSP01-01 A Dragon’s Breath | Show | |
Boots of the Winterlands | uncommon | DC-PoA The Curse of Culture | F | DC-PoA The Curse of Culture | Show | |
Notes:
Wondrous item, major tier, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |