Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Clockwork amulet (C)
common
Where can she be
CCC-NBDD01-02 Where Can She Be
Show
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Wondrous item, common
Boots of false tracks (C)
common
DDAL10-00 Ice Road Trackers
DDAL10-00 Ice Road Trackers
Show
Moon touched shortsword (C)
common
Source: DC-PoA-CONMAR-09 That's a lot of Kobolds, Traded from Frieda
Trade Log
Show
Notes:
Weapon, common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item is found in the Xanathar's Guide to Everything.
This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw.
Cloak of elvenkind (U, A)
uncommon
Trade Log
Show
Notes:
Cloak of elvenkind (U, A)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Slumbering Dragon's Wrath Rapier (U-A)
uncommon
Trade/DDHC-DD-03 Will of Orcus
Trade Log
Show
Notes:
Slumbering Dragon's Wrath Weapon
Weapon (any), uncommon (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
Wand of mm (U)
uncommon
Forge of Fury
Trade Log
Show
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Hat of disguise (U, A)
uncommon
CCC-NBDD01-02 Where Can She Be
Show
Notes:
Attunement
Cloak of Displacement (R,A)
rare
Service Awards
Service awards
Show
Notes:
Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Ring of Resistance (Acid) (R)
rare
DDHC-GoG Giants of the Star Forge
DDHC-GoG Giants of the Star Forge
Show
Notes:
Ring of Resistance (Acid)
Ring, Rare
You have Resistance to one damage type while wearing this ring which has a pearl gemstone.
Flavor: A Medium or Small Humanoid can wear one of these rings like a bangle.
Stirring Dragon's Wrath Dagger (R-A)
rare
DDHC-GoG Giants of the Star Forge
DDHC-GoG Giants of the Star Forge
Show
Notes:
Stirring Dragon's Wrath Weapon
Weapon (any), rare (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon.
Modifiers: Melee Attacks +1, Melee Damage +1
Secondary Damage: 1d6
Glamoured studded leather armor (R)
rare
Service awards: Glamoured studded leather
Show
Notes:
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor.
Portable hole (R)
rare
CCC-NBDD01-01 Clever
CCC-NBDD01-01 Clever
Show
Notes:
The Tyrant Lizard Gang used this portable hole to smuggle dinosaurs throughout the city. Its edges are frayed from being chewed on, and the occasional tooth or feather can still be found inside it.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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.
Traveler's Heart (Stone of control Earth elemental) (R)
rare
CCC-SFBAY-04-02 Under Earth & Stone
CCC-SFBAY-04-02 Under Earth & Stone
Show
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
The Traveler’s Heart is a perfectly smooth sphere forged of meteorite iron, the size of a small shotput or orange. The person attuned to the Traveler’s Heart has the Delver ability while holding the stone:
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
This item can be found in the Dungeon Master’s Guide.
Harengon's Freedom shortsword +3 (VR)
very_rare
Service award
Service award VR
Show
Notes:
Harengon’s Freedom
The hilt of this shortswordis decorated with images of frolicking harengonand the blade is constructed of a shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated. This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).
Wand of polymorph (VR-A)
very_rare
DDAL07-13 Old bones and older tomes
DDAL07-13 Old bones and older tomes
Show
Notes:
wand of polymorph
Wand, very rare (requires attunement)
Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.
Dragonhide Belt +3 (VR-A)
very_rare
FR-DC-CONMAR 04 Revelling Along the Shadows
FR-DC-CONMAR 04 Revelling Along the Shadows
Show
Notes:
Dragonhide Belt +3
Wondrous item, very rare (+3) (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Tome of Understanding (VR)
very_rare
CCC-BMG-14 PHLAN 1-2 Enemy of my Enemy
CCC-BMG-14 PHLAN 1-2 Enemy of my Enemy
Show
Notes:
Wondrous Item, Very Rare
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Dragonhide Belt +3 (VR,A)
very_rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Dragonhide Belt +3
Wondrous Item, very rare (requires attunement by a Monk)
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious Minor Property. Attuning to this item takes only 1 minute.
Wildmane’s shoes (VR)
very_rare
Service awards s11q1
Service Award VR Wildmane’s shoes + 30 downtime days
Show
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide).
Horseshoes of a Zephyr
Wondrous item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march.
Manual of quickness of action (VR)
very_rare
Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock
Trade Log
Show
Notes:
+2 dex
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Clockwork amulet (C) | common | Where can she be | CCC-NBDD01-02 Where Can She Be | Show | ||
|
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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| Boots of false tracks (C) | common | DDAL10-00 Ice Road Trackers | DDAL10-00 Ice Road Trackers | Show | ||
| Moon touched shortsword (C) | common | Source: DC-PoA-CONMAR-09 That's a lot of Kobolds, Traded from Frieda | Trade Log | Show | ||
|
Notes:
Weapon, common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in the Xanathar's Guide to Everything. This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw. |
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| Cloak of elvenkind (U, A) | uncommon | Trade Log | Show | |||
|
Notes:
Cloak of elvenkind (U, A) |
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| Slumbering Dragon's Wrath Rapier (U-A) | uncommon | Trade/DDHC-DD-03 Will of Orcus | Trade Log | Show | ||
|
Notes:
Slumbering Dragon's Wrath Weapon This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. |
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| Wand of mm (U) | uncommon | Forge of Fury | Trade Log | Show | ||
|
Notes:
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. |
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| Hat of disguise (U, A) | uncommon | CCC-NBDD01-02 Where Can She Be | Show | |||
|
Notes:
Attunement |
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| Cloak of Displacement (R,A) | rare | Service Awards | Service awards | Show | ||
|
Notes:
Requires Attunement While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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| Ring of Resistance (Acid) (R) | rare | DDHC-GoG Giants of the Star Forge | DDHC-GoG Giants of the Star Forge | Show | ||
|
Notes:
Ring of Resistance (Acid) |
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| Stirring Dragon's Wrath Dagger (R-A) | rare | DDHC-GoG Giants of the Star Forge | DDHC-GoG Giants of the Star Forge | Show | ||
|
Notes:
Stirring Dragon's Wrath Weapon This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon's breath weapon. Modifiers: Melee Attacks +1, Melee Damage +1 |
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| Glamoured studded leather armor (R) | rare | Service awards: Glamoured studded leather | Show | |||
|
Notes:
Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus Action to speak the armor’s Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance lasts until you use this property again or remove the armor. |
||||||
| Portable hole (R) | rare | CCC-NBDD01-01 Clever | CCC-NBDD01-01 Clever | Show | ||
|
Notes:
The Tyrant Lizard Gang used this portable hole to smuggle dinosaurs throughout the city. Its edges are frayed from being chewed on, and the occasional tooth or feather can still be found inside it. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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. |
||||||
| Traveler's Heart (Stone of control Earth elemental) (R) | rare | CCC-SFBAY-04-02 Under Earth & Stone | CCC-SFBAY-04-02 Under Earth & Stone | Show | ||
|
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds. The Traveler’s Heart is a perfectly smooth sphere forged of meteorite iron, the size of a small shotput or orange. The person attuned to the Traveler’s Heart has the Delver ability while holding the stone: While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. This item can be found in the Dungeon Master’s Guide. |
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| Harengon's Freedom shortsword +3 (VR) | very_rare | Service award | Service award VR | Show | ||
|
Notes:
Harengon’s Freedom |
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| Wand of polymorph (VR-A) | very_rare | DDAL07-13 Old bones and older tomes | DDAL07-13 Old bones and older tomes | Show | ||
|
Notes:
wand of polymorph |
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| Dragonhide Belt +3 (VR-A) | very_rare | FR-DC-CONMAR 04 Revelling Along the Shadows | FR-DC-CONMAR 04 Revelling Along the Shadows | Show | ||
|
Notes:
Dragonhide Belt +3 This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. |
||||||
| Tome of Understanding (VR) | very_rare | CCC-BMG-14 PHLAN 1-2 Enemy of my Enemy | CCC-BMG-14 PHLAN 1-2 Enemy of my Enemy | Show | ||
|
Notes:
Wondrous Item, Very Rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century. |
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| Dragonhide Belt +3 (VR,A) | very_rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
|
Notes:
Dragonhide Belt +3 This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing. This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious Minor Property. Attuning to this item takes only 1 minute. |
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| Wildmane’s shoes (VR) | very_rare | Service awards s11q1 | Service Award VR Wildmane’s shoes + 30 downtime days | Show | ||
|
Notes:
Though cloven in appearance, these horseshoes fit the hooves of a horse or similar creature and are constructed of a hardened reed as strong as iron. The creature wearing them leaves a trail of small blooming flowers wherever it treads, provided the plants can take root. This item functions as horseshoes of a zephyr(see the Dungeon Master’s Guide). Horseshoes of a Zephyr These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This Effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering Exhaustion from a forced march. |
||||||
| Manual of quickness of action (VR) | very_rare | Trade Danny/ CCC-BMG-37 HULB 3-1 Weakness of Rock | Trade Log | Show | ||
|
Notes:
+2 dex |
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