Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wand of Magic Missile uncommon CCC-DES01-03 A Question Never Asked 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 ld6 + 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...

Staff of Charming rare Trade Log Show
Notes:

While holding this staff, you can use an action to expend 1 of its 10 discharges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Jeny’s Special Helper (Broom of Flying) uncommon CCC-DES01-06-One Last Job Show
Notes:

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. This item can be found in the Dungeon Masters Guide.

This broom has seen "gentle use" by Jeny, and it remains terribly stained despite all attempts to clean it, mundane or magical. Actually cleaning with the broom creates more mess than it fixes. Jeny is happy to provide this item to the adventurers, mostly because she is capable of using it as a scrying sensor (not that she would tell that to them).

Hallebarde +2 rare Trade Log Show
Gantelets de puissance d'Ogre (Lien) uncommon Roll20 DDAL05-12 Bad Business In Parnast Show
Notes:

Votre Force est de 19 tant que vous portez ces gantelets. Les gantelets n'ont aucun effet sur vous si votre Force est de 19 ou plus sans eux.

Ces gantelets travaillés en cuir apparaissent comme étant en parfait état. En effet, toute entaille ou fissure dans la matière se referme en 24h. De plus, tout le sang, la boue ou autres crasses qui souillent ces gants sèchent rapidement et tombent sous forme de flocons, jusqu'à ce que la surface soit de nouveau propre

Figurine of Wondrous Power (Ivory Goats) rare CCC-DES-01-01-Finding the rabbit hole Show
Notes:

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.

These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a lance, +1, and the other becomes a longsword, +2. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

The statues are always coated with a gritty film, and smell like rancid goat butter when fey creatures are within 50 feet.

“Fat” Markoth’s Cummerbund. Belt of Hill Giant Strength. rare Trade Log Show
Notes:

Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. Markoth - "Le gros Mar" pour ceux qui ne savent pas vraiment qui c'est - a chéri cette ceinture veloutée plus que toutes ses autres possessions. Il l'a porté tous les jours de sa vie, mais n'a jamais réellement saisi les bénéfices que l'on en ressort en se liant à elle : Lorsque vous êtes liée à cette ceinture, votre force passe à 21 et, une fois par jour, le porteur a avantage à un Jet de Sauvegarde qui aboutirait à un niveau de fatigue.

Dark Shard Amulet common CCC-DES01-06-One Last Job Show
Notes:

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

• You can use the amulet as a spellcasting focus for your warlock spells.
• You can try to cast a cantrip that you don’t know.

The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This item is found in Xanathar’s Guide to Everything.

This item was a token gift from Jeny to Lance Brickcrystal. The necklace is dominated by a pendant crafted from a pale green amber. Inside is a small millipede, that occasionally twitches. 

Chope de sobriété common Roll20 Show
Notes:

Cette chope a un visage dur gravé sur l'un de ses côté. Vous pouvez boire bière, vin ou autres brevages alcoolisés non-magiques versés dedans, sans souffrir d'ébriété. La chope n'a aucun effet sur les liquides magiques ou les substances dangereuses telles que les poisons.

Charlatan’s Die common CCC-DES01-06-One Last Job Show
Notes:

Whenever you roll this six-sided die, you can control which number it rolls. This item is from Xanathar’s Guide to Everything.

It is carved from bone, dyed purple, and features a cleverly carved aardvark on one side.

Ceinturon des Nains rare Trade Log Show
Notes:

Cette robuste ceinturon est incrusé de gemmes avec une boucle faite en pierre polie. Elle ne se salie jamais. Tant que vous êtes équipé de cette ceinture, vous gagnez les bénéfices suivants : • Votre valeur de Constitution augmente de 2, pour un maximum de 20. • Vous avez un avantage aux jets de Charisme (Persuasion) effectués lorsque vous interagissez avec des nains. De plus, tant que vous êtes lié à la ceinture, vous avez 50 % de chance, chaque jour au lever du soleil, qu'une barbe vous pousse (si vous êtes capable d'en avoir une), ou que votre barbe soit devenue visiblement plus épaisse si vous en avez déjà une. Si vous n'êtes pas un nain, vous gagnez en plus les bénéfices suivants tant que vous portez ce ceinturon : • Vous avez un avantage aux jets de sauvegarde contre les poisons, et vous avez la résistance contre les dégâts de poison. • Vous obtenez la vision dans le noir à 36 mètres. • Vous pouvez parler, lire, et écrire le nain.

Broche de protection uncommon Roll20 DDAL05-03 Uninvited Guests Show
Notes:

Tant que vous portez cette broche, vous obtenez la résistance aux dégâts de force, et êtes immunisé aux dégâts du sort projectile magique.

Bracelets d'Archerie uncommon Roll20 DDAL05-02 The Black Road Show
Notes:

Tant que vous portez ces bracelets, vous avez la maîtrise des arcs longs et courts, et vous gagnez un bonus de +2 aux jets de dégâts des attaques à distance réalisés avec ces armes.
Ces bracelets sont épais avec de gros hexagones dessinés dessus ne convenant pas forcement à toutes les races communes ou un style familier.
De plus, ces hexagones tournent au bleu dans le froid et au orange face à la chaleur. Le porteur ne souffre plus des effets de la température jusqu'à -30°C ou 50°C.

Armure en Adamantine (Medium or Heavy) uncommon Trade Log Show
Notes:

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Unlocked Magic Items

Name ▼ Rarity Tier Location Table Result Source
Rapière +1 rare 1 Roll20 DDHC-TYP Tales from the Yawning Portal Show
Notes:

+1 dégâts / +1 attaque

Epée longue +1 rare 1 Roll20 DDHC-TYP Tales from the Yawning Portal Show
Notes:

+1 dégâts / +1 attaque

Broche de protection uncommon 1 Roll20 Trade Log Show
Notes:

Lorsque vous portez cette broche, vous avez résistance aux dégâts de force, et vous obtenez une immunité aux dégâts des missiles magiques. Cette broche est façonnée à partir d'une petite feuille incrustée d'or et d'argent. Bien que la feuille ne soit pas vivante, elle change de couleur selon la saison comme si elle l'était.

Anneau de saut uncommon 1 Roll20 DDAL05-10 Giant Diplomacy Show
Notes:

Lorsque vous portez cet anneau, vous pouvez lancer le sort saut depuis l'anneau par une action bonus, à volonté, mais vous ne pouvez cibler que vous-même.