Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Oyang's Kettle (Decanter of Endless Water) uncommon CCC-ARCANA-02 Seclusion Show
Notes:

Decanter of Endless Water ("This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan.")

Heartstone Amulet (Periapt of Wound Closure /w minor Wicket property) uncommon FR-DC-SHAD-MYST-01 The Shadows Within Show
Notes:

Item, uncommon (requires attunement)

This delicate pendant, known as the Heartstone Amulet, contains a crimson crystal that pulses with a soothing, rhythmic light. Imbued with a fragment of the doppelganger’s own soul, the amulet grants its wearer accelerated healing abilities, allowing them to recover swiftly from injuries.

Wicked Property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.

Guiding Flame (Candle of the Deep w/ minor Language (Undercommon) property) common FR-DC-SHAD-MYST-01 The Shadows Within Show
Notes:

Wondrous Item, Common

This mystical candle, contains the trapped essence of a lost spirit. The spirit within once belonged to a prisoner who met a tragic end at the hands of “The Benefactor”, a result of cruel experiments. Now, the spirit guides those who seek justice, its unwavering light a testament to its desire for redemption.

Language Property: Undercommon.

Chocolate Ivory Goats (Figurine of Wondrous Power: Ivory Goats) rare WBW-DC-CONMAR-05 Death by Chocolate Show
Notes:

Wondrous item, rare

A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.

Ivory Goats (Rare). 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:

Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Goat of Traveling. This figurine 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 goat 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 expended charges.

Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

These goats are made from white chocolate that does not melt. If eaten, it regenerates as long as some part of it is left.

Rapier of Life Stealing ("Rapier of the Dark Huntsman") rare CCC-PDXAGE-02-01 The Dark Hunt Show
Notes:

Weapon, rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.

Named "Rapier of the Dark Huntsman," this matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed.