Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Talking Doll common CCC-SEA-01-01 All Good Dead Men Show
Notes:

Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The doll's phrases are lost when your attunement to the doll ends. This item can be found in Xanathar’s Guide to Everything.

This stuffed doll of a princely triton looks a little… chewed upon, but is otherwise none the worse for wear. When found, the doll repeats the phrase "I am Captain Prince Glip Glop of the Respectable House of Glop, Third of his Name, and Ambassador to the Material Plane!" when someone within 5 feet of the dolls says, “What is your name?”

Goggles of Night uncommon Trade Log Show
Elven Chain rare Trade Log Show
Whip +2 rare Against the Giants Show
Shortsword +2 rare Against the Giants Show
Hand Crossbow +1 uncommon Against the Giants Show
Shield +1 uncommon Against the Giants Show
Battleaxe +1 uncommon Against the Giants Show
Warhammer +1 uncommon Against the Giants Show
Ring of Invisibility legendary Against the Giants Show
Notes:

Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Staff of the Woodlands rare CCC-BMG-18 ELMW1-3 The Battle of Elmwood Show
Notes:

Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff
that grants a +2 bonus to attack and damage rolls
made with it. While holding it, you have a +2 bonus
to spell attack rolls.
The staff has 10 charges for the following
properties. It regains 1d6 + 4 expended charges
daily at dawn. If you expend the last charge, roll
a d20. On a 1, the staff loses its properties and
becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more
of the staff’s charges to cast one of the following
spells from it, using your spell save DC: animal
friendship (1 charge), awaken (5 charges), barkskin
(2 charges), locate animals or plants (2 charges),
speak with animals (1 charge), speak with plants (3
charges), or wall of thorns (6 charges).
You can also use an action to cast the pass
without trace spell from the staff without using any
charges.
Tree Form. You can use an action to plant one end
of the staff in fertile earth and expend 1 charge to
transform the staff into a healthy tree. The tree is
60 feet tall and has a 5-foot-diameter trunk, and its
branches at the top spread out in a 20-foot radius.
The tree appears ordinary but radiates a faint aura
of transmutation magic if targeted by detect magic.
While touching the tree and using another action
to speak its command, word, you return the staff to
its normal form. Any creature in the tree falls when
it reverts to a staff

Belt of Hill Giant Strength rare Trade Log Show
Crown of the Night Sky ( Circlet of Blasting ) uncommon Trade Log Show
Notes:

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

This crown was crafted by the skilled artisans of the Vale of Frost, both for its beauty and to help Sharaea find her way to the Prince of Frost when she is ready. As an action, the wearer can magically locate north, the direction in which one can find the Vale of Frost

This crown is constructed from a black crystal, upon which you can see a star field in motion. When worn, the tiara acts as an arcane focus. The rays fired by it resemble shooting stars.

Stone of Good Luck uncommon White Plume Mountain Show
Trident of Warning uncommon Trade Log Show
Notes:

Uncommon
layer Jim Wilson Character Coyote who got it from Player Name: Lele Oropesa DCI: 4320843123 Character Name: Ylleth Wrendomiel Item Trading: Trident of Warning Item Source: CCC-TRI-34 DEAD1-3: Rise of the Sea Dragon Item Flavor: This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated be something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This item is found on Magic Item Table F in the Dungeon Master’s Guide. This white trident is fashioned from whale bones, laced together with dried tendons.

Pearl of Power uncommon Trade Log Show
Notes:

You can use an action to speak this pearl's command
word and regain one expended spell slot of up to 3rd
level. Once you have used the pearl, it can't be used
again until the next dawn.
This bright yellow pearl is set in a ring of black
iron and glows with a warm, yellow light. The ring
has been fashioned into the shape of a serpent that
twists around its wearer’s finger with the pearl
clutched in its mouth. While attuned to the pearl, the
wearer’s dreams are consumed by darkness with a
pair of yellow, serpentine eyes staring at them. This
item can be found in the Dungeon Master’s Guide

Shield of the Order of the Silver Dragon rare Trade Log Show
Whelm legendary DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Weapon (warhammer), legendary (requires attunement by a dwarf)

Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

Cloak of Displacement rare Trade Log Show
Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal White Plume Mountain Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Unlocked Magic Items