Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Cloak of Arachnida
very_rare
Reward
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
Very Rare, Requires Attunement
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have Resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Cloak of Displacement
rare
Reward
DDAL05-5 A Dish Best Served Cold
Show
Notes:
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. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”
Goggles of Night
uncommon
Trade
Trade Log
Show
Notes:
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.
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.
Ioun Stone of Leadership
very_rare
Reward
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
(requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Longsword +1
uncommon
Reward
DDEX1-13 Pool of Radiance Resurgent
Show
Pipe of Smoke Monsters
common
Reward
CCC-RCC-01-05 THE LOST CITY OF THARN
Show
Ring of Evasion
rare
Reward
CCC-RCC-01-05 THE LOST CITY OF THARN
Show
Scimitar +3
very_rare
Reward
DDHC-TOA-10 Ruins of Hisari
Show
Notes:
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
Shadowsong (Longbow +2)
rare
Reward
DDEX3-7 Herald of the Moon
Show
Notes:
Shadowsong is hewn from a
supple length of yew and features curious green metal
tendrils snaking through its length. It glows dimly in the
presence of humans.
Syranna's Follow - OathBow
very_rare
CCC-OCC-01 - Red War - Housekeeping
Show
Notes:
This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Arachnida | very_rare | Reward | DDHC-TOA-10 Ruins of Hisari | Show | ||
Notes:
Very Rare, Requires Attunement This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: • You have Resistance to poison damage. • You have a climbing speed equal to your walking speed. • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. • You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. |
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Cloak of Displacement | rare | Reward | DDAL05-5 A Dish Best Served Cold | Show | ||
Notes:
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. This item can be found in the Dungeon Master’s Guide. |
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Goggles of Night | uncommon | Trade | Trade Log | Show | ||
Notes:
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. 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. |
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Ioun Stone of Leadership | very_rare | Reward | DDHC-TOA-10 Ruins of Hisari | Show | ||
Notes:
(requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. |
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Longsword +1 | uncommon | Reward | DDEX1-13 Pool of Radiance Resurgent | Show | ||
Pipe of Smoke Monsters | common | Reward | CCC-RCC-01-05 THE LOST CITY OF THARN | Show | ||
Ring of Evasion | rare | Reward | CCC-RCC-01-05 THE LOST CITY OF THARN | Show | ||
Scimitar +3 | very_rare | Reward | DDHC-TOA-10 Ruins of Hisari | Show | ||
Notes:
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity. |
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Shadowsong (Longbow +2) | rare | Reward | DDEX3-7 Herald of the Moon | Show | ||
Notes:
Shadowsong is hewn from a |
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Syranna's Follow - OathBow | very_rare | CCC-OCC-01 - Red War - Housekeeping | Show | |||
Notes:
This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence. |
Unlocked Magic Items
Name ▲
Rarity
Tier
Location
Table
Result
Source
Arrow-Catching Shield
rare
2
Reward
CCC-GLIP-0201 Blue Scales
Show
Notes:
Requires Attunement
You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.
Cloak of Elvenkind
uncommon
1
Reward
DDEX1-8 Tales TreesTell
Show
Notes:
Wondrous item, uncommon
Requires Attunement
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.
This supple light green cloak embroidered with a delicate leaf pattern makes the wearer feel comfortable whenever worn, suffering no harm from temperatures as cold as 0 ̊ F or as warm as 120 ̊ F. A description of this item can be found in the basic rules or the Dungeon Master’s Guide.
Daern’s Instant Fortress
rare
3
Reward
CCC-BWM-007-03 The Beast Unleashed
Show
Notes:
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
The instant fortress is a metallic green
color, and resembles a smiling goblin head both
in cube form and when fully formed. Since he is a
pacifist and the instant fortress can be used to
inflict damage, it has “This is not a weapon”
engraved in runes over the entrance.
Mace of the Silent Oasis
uncommon
1
Reward
CCC-SALT-02 Moor Trouble
Show
Notes:
This Mace, the only item of power found in the Tomb of Kered is covered in filigree depicting a palm lined oasis with the palm leafs converging to hold the head to the mace. The water in the oasis seems to have been shaped into specific patterns that may have been words at one time, but the language escapes magical and mundane means of translation.
Mantle of Spell Resistance
rare
2
Reward
DDEX1-13 Pool of Radiance Resurgent
Show
Notes:
Wondrous item, rare (requires attunement)
This crimson fine linen cloak is edged with cloth-of-gold,
and bears a gold clasp. The wearer’s ears tingle when a
spell targets the wearer, whether or not it takes effect. A
description of this item can be found in the Dungeon Master’s Guide.
Ring of the ram
rare
2
DDEX1-13 Pool of Radiance Resurgent
Show
VAULT OF THE EFREETI (PORTABLE HOLE)
rare
2
Reward
CCC-ODFC02-02 Palace of the Efreeti
Show
Notes:
Wondrous item, rare This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. 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, Heward’s 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 them closes. The gate is one-way only and can’t be reopened. This item is found in the Dungeon Master’s Guide
Name ▲ | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Arrow-Catching Shield | rare | 2 | Reward | CCC-GLIP-0201 Blue Scales | Show | ||
Notes:
Requires Attunement You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead. |
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Cloak of Elvenkind | uncommon | 1 | Reward | DDEX1-8 Tales TreesTell | Show | ||
Notes:
Wondrous item, uncommon Requires Attunement 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. This supple light green cloak embroidered with a delicate leaf pattern makes the wearer feel comfortable whenever worn, suffering no harm from temperatures as cold as 0 ̊ F or as warm as 120 ̊ F. A description of this item can be found in the basic rules or the Dungeon Master’s Guide. |
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Daern’s Instant Fortress | rare | 3 | Reward | CCC-BWM-007-03 The Beast Unleashed | Show | ||
Notes:
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. The instant fortress is a metallic green |
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Mace of the Silent Oasis | uncommon | 1 | Reward | CCC-SALT-02 Moor Trouble | Show | ||
Notes:
This Mace, the only item of power found in the Tomb of Kered is covered in filigree depicting a palm lined oasis with the palm leafs converging to hold the head to the mace. The water in the oasis seems to have been shaped into specific patterns that may have been words at one time, but the language escapes magical and mundane means of translation. |
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Mantle of Spell Resistance | rare | 2 | Reward | DDEX1-13 Pool of Radiance Resurgent | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Ring of the ram | rare | 2 | DDEX1-13 Pool of Radiance Resurgent | Show | |||
VAULT OF THE EFREETI (PORTABLE HOLE) | rare | 2 | Reward | CCC-ODFC02-02 Palace of the Efreeti | Show | ||
Notes:
Wondrous item, rare This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. 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, Heward’s 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 them closes. The gate is one-way only and can’t be reopened. This item is found in the Dungeon Master’s Guide |