Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Boots of Winterlands (U, A)
uncommon
DC-PoA-CONMAR-14 Free Seal-Estate
DC-PoA-CONMAR-14 Free Seal-Estate
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Notes:
Wondrous Item, 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.
Notes: Resistance: Cold, Buff, Utility, Warding, Footwear
Instrument of Scribing (C, A)
common
DC-PoA-CONMAR-13 Finding Harthin
DC-PoA-CONMAR-13 Finding Harthin
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Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
This instrument is a flute made of whale bone.
Cloak of the Manta Ray (U)
uncommon
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found in the Basic Rules.
This cloak is made from a spotted goat skin with the fur still on.
Wand of Pyrotechnics (C)
common
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Wand of Pyrotechnics (wand, common)
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.
This item is found in the Xanathar's Guide to Everything
This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.
Psi Crystal (U, A)
uncommon
DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines
DC-PoA-CONMAR-01 Something Sinister
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Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also 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 (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet
8-11 30 feet
Bright light in a 5-foot radius and
dim light for an additional 5 feet
12-15 60 feet
Bright light in a 10-foot radius and
dim light for an additional 10 feet
16 or higher 120 feet
Bright light in a 15-foot radius and
dim light for an additional 15 feet
Rod of Rulership (R,A)
rare
CCC-TRI-03 ROC1-1 Fences and Swords
CCC-TRI-03 ROC1-1 Fences and Swords
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Notes:
Rod, rare (requires attunement)
You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
This ornate wooden rod is a dark green hue, about two and a half feet in length. The head of the rod is a circular, heavy scepter head, with green banding and rubies interlaid into a gold crown. The base of the rod is a gold-leafed leather pommel with a tassel.
Cli lyre (R,A)
rare
CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink
Trade Log
Show
Notes:
Cli Lyre
Wondrous item, rare (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. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an Action to play the Instrument and cast one 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.
You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component.
Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall
Dread helm (C)
common
DC-PoA-CONMAR-05-Need an exscissorcism?
Show
Notes:
This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Boots of Winterlands (U, A) | uncommon | DC-PoA-CONMAR-14 Free Seal-Estate | DC-PoA-CONMAR-14 Free Seal-Estate | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. Notes: Resistance: Cold, Buff, Utility, Warding, Footwear |
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Instrument of Scribing (C, A) | common | DC-PoA-CONMAR-13 Finding Harthin | DC-PoA-CONMAR-13 Finding Harthin | Show | ||
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. This instrument is a flute made of whale bone. |
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Cloak of the Manta Ray (U) | uncommon | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon) While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. This item is found in the Basic Rules. This cloak is made from a spotted goat skin with the fur still on. |
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Wand of Pyrotechnics (C) | common | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
Notes:
Wand of Pyrotechnics (wand, common) 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. This item is found in the Xanathar's Guide to Everything This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns. |
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Psi Crystal (U, A) | uncommon | DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines | DC-PoA-CONMAR-01 Something Sinister | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also 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 (see the Psi Crystal Properties table). Psi Crystal Properties Range of Telepathy Light intensity 8-11 30 feet dim light for an additional 5 feet 12-15 60 feet dim light for an additional 10 feet 16 or higher 120 feet dim light for an additional 15 feet |
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Rod of Rulership (R,A) | rare | CCC-TRI-03 ROC1-1 Fences and Swords | CCC-TRI-03 ROC1-1 Fences and Swords | Show | ||
Notes:
Rod, rare (requires attunement) You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn. |
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Cli lyre (R,A) | rare | CandleKeep 12 Curious Tale of Wisteria/Trade Nemesor/Mink | Trade Log | Show | ||
Notes:
Cli Lyre An Instrument of the bards is an exquisite example of its kind, superior to an Ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an Action to play the Instrument and cast one 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. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Stone Shape, Wall of Fire, Wind Wall |
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Dread helm (C) | common | DC-PoA-CONMAR-05-Need an exscissorcism? | Show | |||
Notes:
This helm is made from the skull of a white dragon wyrmling. |