Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Instrument of Illusions (A) common Character Creation Show
Notes:

Wondrous item, common (requires attunement)

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Llyneth’s Cloak of Mists (Cloak of Elvenkind) common CCC-BMG MOON 2-3 The Eye in the Mist Show
Notes:

Wondrous Item, Major, Uncommon (Requires Attunement)

This cloak is made of fine gray wool and edged with embroidered silver knotwork. The wool blends into the mists common in the Moonshaes. The inside is lined with small pockets perfect for holding herb samples or spell components.

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.

Mechanically, this item is a cloak of elvenkind which can be found on Table F in the Dungeon Master’s Guide.

Shadowneedle (Unbreakable Arrow) common CCC-BMG MOON 4-3 Gate to the Unknown Show
Notes:

Shadowneedle (Unbreakable Arrow)
Weapon (arrow), common (Common Table)

One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
This item can be found in Xanathar’s Guide to Everything.

Moon-Touched Sword (shortsword) common CCC-BMG MOON 10-2 Shadows and Shrouds Show
Notes:

Moon-Touched Sword
Weapon (shortsword), common

A shard of pure moonlight, this sword has no guard and barely enough hilt for the wielder’s grip. It always glows with a soft, pale white radiance.

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 Xanathar’s Guide to Everything.

Canaith mandolin common DDHC-TYP White Plume Mountain Show
Sentinel Shield common CCC-BMG MOON 11-1 A Darkened City Show
Notes:

Sentinel Shield
Armor (shield), uncommon

Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Enduring Spellbook common CCC-BMG MOON 6-1 A Reopened Eye Show
Notes:

Enduring Spellbook
Wondrous item, common (requires attunement)

This book is covered in fine leather, with a symbol of a harp embossed onto the spine. On the inside cover is the inscription: “Thanks for getting the books for me. Hopefully we meet again. —O. E.”.

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water.

In addition, the spellbook doesn’t deteriorate with age.

This item is found in Xanathar’s Guide to Everything.

Javelin of Lightning common CCC-BMG MOON 6-3 Planar Show
Notes:

Javelin of Lightning

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.

Horn of Silent Alarm common CCC-BMG MOON 6-3 Planar Show
Notes:

Horn of Silent Alarm

Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

The otherworldly tone of this horn sounds like the reverberation of clear crystals.

The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round.

Cloak of Protection uncommon CCC-BMG MOON 7-3 The Temple of Death Show
Notes:

Cloak of Protection
Wondrous item, uncommon (requires attunement)

This elegant cloak is made of deep blue velvet trimmed in silver thread.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Earth Tender’s Branch (Staff of the Python) uncommon CCC-BMG MOON 8-2 Breasal Strife Show
Notes:

Earth Tender’s Branch (Staff of the Python)
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

This gnarled staff is carved from the wood of a cypress tree and bears numerous small holes in the wood.

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Stone of Good Luck (Luckstone) uncommon CCC-BMG MOON 8-3 A Grim View of Farview Show
Notes:

Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)

Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn.

While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws.

Boots of Elvenkind uncommon CCC-BMG MOON 6-2 Troubled Visions Show
Notes:

Boots of Elvenkind
Wondrous Item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Unworn, these eladrin-crafted boots appear to be little more than crude tubes of birch bark sewn roughly together with sinew.

Worn, they transform into slippers that match the seasons.

Elk-hide in winter, kelp-wrapped for the wet spring, straw sandals for summer and soft down-lined shoes for fall.

Figurine of Wondrous Power (Silver Raven) uncommon CCC-BMG MOON 11-2 A Darkened Court Show
Notes:

Wondrous Item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Medallion of Thoughts uncommon CCC-BMG MOON 11-3 A Darkened Heart Show
Notes:

Medallion of Thoughts
Wondrous Item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

Eyes of the Eagle uncommon CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

Eyes of the Eagle
Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes.
While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

These crystal lenses could be mistaken for a masquerade mask due to their elegant golden plumage.

Sword of Vengeance (longsword) uncommon CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.

Bag of Tricks (rust) uncommon CCC-BMG MOON 15-3 Fallen Wonder Show
Notes:

Wondrous Item, uncommon

This ordinary bag, made from rust appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Rust Bag of Tricks

d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear
This simple bag made from rust cloth is embroidered with silken threads, showcasing the insignia of a wizard long forgotten.

Though it appears to be empty, a keen ear held near the drawstring reveals the soft murmur of creatures within.

Fey Cloak of Protection uncommon CCC-BMG MOON 6-1 A Reopened Eye Show
Notes:

Cloak of Protection
Wondrous item, uncommon (requires attunement)

This cloak seems to be made of finely woven leaves, and the clasp is gleaming silver etched in elegant patterns.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Gem of Brightness uncommon CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

Gem of Brightness
Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

This item is found in the Dungeon Master’s Guide.