Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate Show
Notes:

(Weapon (Trident), Uncommon) (Requires Attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Mithral Half-Plate uncommon CCC-GLIP-0103 Citadel of Vlaakith Show
Notes:

This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.

Boots of the Winterlands uncommon CCC-CIC-01 The Vault of the Devourer Show
Notes:

Wondrous Item, uncommon (requires attunement)
These black furred boots depict stark white gelugons wrapped around each foot. The wearer leaves behind icy foot prints that disappear after a few seconds. 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.

Moon-Touched Longsword common Trade Log Show
Dread Helm common CCC-GLIP-0103 Citadel of Vlaakith Show
Bell of Silent Carols (Horn of Silent Alarm) common DDAL00-05 Winter's Splendor Show
Notes:

Wondrous Item, common

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

Pipe of Smoke Monsters common BMG-DRWEP-OD-02 The Burning of Aglarond (T2) Show
Chest of Preserving common FR-DC-TST: Spring! Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.