Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Helm of Comprehend Languages uncommon CCC-DWB-ESR-01 An Enchanting Shade of Red Show
Notes:

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. This helm bears the symbol of the Red Wizards of Thay. This item can be on Magic Item Table B

Sovad's Staff of Flying uncommon CCC-RPSG-01 Ooze There Show
Notes:

Wondrous item, major tier, uncommon

This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.

Boots of False Tracks common Mod Name: CCC-RCC-01-03 - Chains of Desparation Show
Notes:

Wondrous item, minor tier, common

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Charm of Vitality - Flaming Sigil unique CCC-FXC-01 - Nothing Happens in Elmwood Show
Notes:

This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you.

Wand of the Warmage +2 rare White Plume Mountain DDHC-TYP White Plume Mountain 1, 2, and 3 Show
Notes:

Requires Attunement by a Spellcaster

While you are holding this wand, you gain a +2 bonus to spell Attack Rolls. In addition, you ignore half cover when making a spell Attack.

Vorpal Greatsword legendary Stygia CCC-GCC02-01 Entombed + Infernal Encounters Show
Notes:

Weapon longsword, legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Losspatan's War-Scythe (Glaive of Warning) uncommon Stygia CCC-GCC02-01 Entombed + Infernal Encounters Show
Notes:

Weapon (glaive), uncommon (requires attunement)

This war-scythe consists of a long reddish wooden pole about 10 feet in length with an attached curved scythe-like blade on the top end. The blade is etched with infernal runes. Along the base of the pole is the preserved tail of some fiendish creature. When trouble is nearby the tail whips and thrashes about warnings of the impending situation. Although preserved, the tail emanates a foul odor of rot.

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 by 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.

Mace of Smiting rare DDAL07-10 Fire, Ash, and Ruin Show
Notes:

You gain a +1 bonus to attack and damage Rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage,or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

The once-fine haft of this club has long-since gone to soggy rot; even the leather wrapping its pommel isn’t enough to stop it from soaking through the wearer’s gloves. The adamantine head of the mace is carved to resemble the giant rune Rün (ruin). Upon striking a construct with the mace, it unleashes a shower of gold sparks.

Tome fo Leadership and Influence very_rare CCC-ROZK-01-02 Zhentarim's Lament Show
Notes:

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Quickness of Action very_rare CCC-BMG-37 HULB 3-1 Weakness of Rock Show
Notes:

Wondrous Item, very rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Wand of the War Mage +2 rare CCC-ALMOG-03 TALES03-01 Claws of Fury Show
Staff of Power very_rare Trade Log Show
Notes:

Staff, very rare (requires Attunement by a Sorcerer, Warlock, or wizard)

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 gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.

The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges.

Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).

Retributive Strike. You can use an Action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.

You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 × the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of Charges in the staff
11 to 20 ft. away 6 x the number of Charges in the staff
21 to 30 ft. away 4 x the number of Charges in the staff

Wand of Lightning Bolts rare Trade Log Show
Notes:

Wand, rare (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 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.

Notes: Spellcaster, Damage, Combat