Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
First Blood (Heavy Crossbow, +2 with Guardian Property)
rare
SJ-D-TBS-04 (Playtest)
Show
Notes:
Martial Ranged Weapon, rare
Flavor:
This crossbow’s frame is crafted from sturdy darkwood and gold. Its edges are adorned with elaborate carvings of war. It yearns for blood!
Flame Tongue Weapon (Bladed/Sword) TO BE DECIDED
rare
CCC-YLRA01-02: Uneasy Lies the head
Show
Goggles of Night
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Greater Fey Pact: Oblivia (Staff of Power with Wicked Property)
very_rare
WBW-DC-PHP-ORNG-02 Where Do They Go?
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
This item heightens the bearer's urges to act selfish and melevolant when an opportunity presents itself.
This item was held by fraz urb'loo when he was causing chaos in the fey domain called Fidestia. The archmage Fa'rah trusts you enough to hold on to this ominous weapon as he does not want it near his domain.
Image
Green Copper Ewer (Unique)
unique
DDHC-CoS-Ch-13 The Amber Temple
Show
Grey Bag of Tricks
uncommon
Trade Log
Show
Notes:
ondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
Grey Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk
Horn of Silent Alarm
common
CCC-BMG-MOON6-3 Planar Convergence
Show
Notes:
Wondrous item, common
The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round.
Horn of Valhalla (Silver)
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4 + 2 berserkers.
The berserkers are friendly to you and your companions and follow your commands.
Javelin of Lightning
uncommon
CCC-BMG-MOON6-3 Planar Convergence
Show
Notes:
Wondrous item, uncommon
This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Linguistic Cloak of Billowing
common
WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier
Show
Notes:
The dark fabric, hewn from the snight sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Lover's Bite (Nine Lives Stealer Longsword, 8 Charges)
very_rare
Trade Log
Show
Mariposa (Staff of Swarming Insects with Beacon Property)
rare
WBW-DC-PHP-ORNG-02 Where Do They Go?
Show
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20 On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
This item was made of forgotten memories of fidestia that does not have any homes any more.
The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. When activated the butterflies emits a glow that portrays a random scene of a forgotten memory
Dice Memory
1 Someone you miss
2 A loved one
3 The most recent important event
4 One of your favorite things
5 Your most recent bad memory
6 An inspiration/motivation
7 Your home
8 A promise
Mini Damselfly Spaceship Figurine (Figurine of Wondrous Power, Ebony fly)
rare
SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue) (Author's run)
Show
Notes:
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Mithral Armor (Chainmail)
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Notes:
Heavy armor, uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Moon Sickle +1
uncommon
DDAL-DRW-10 Unsafe "Harborage"
Show
Mystery Key (x9)
common
DDEP09-03 Liar's Night + Haunted Mansion
Show
Notes:
Wondrous item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Pipe of Smoke Monsters
common
BMG-DRWEP-OD-02 The Burning of Aglarond (Tier 02)
Show
Notes:
Pipe of Smoke Monsters
The latest fad among pirate fleet captains operating in the Sea of Fallen Stars; bragging rights for the bestcrafted smoke monster has led to a quietly fierce level of competition.
Pole of Collapsing
common
WBW-DC-ROG-01 Imagination Lost
Show
Portable Hole
rare
CCC-BMG-34 ELM2-1 Tendrils in the Fog
Show
Qhizalt's Portable Hole
rare
CCC-COS-01 The Only Way to be Sure
Show
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
First Blood (Heavy Crossbow, +2 with Guardian Property) | rare | SJ-D-TBS-04 (Playtest) | Show | |||
Notes:
Martial Ranged Weapon, rare |
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Flame Tongue Weapon (Bladed/Sword) TO BE DECIDED | rare | CCC-YLRA01-02: Uneasy Lies the head | Show | |||
Goggles of Night | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Greater Fey Pact: Oblivia (Staff of Power with Wicked Property) | very_rare | WBW-DC-PHP-ORNG-02 Where Do They Go? | 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 4 x the number of charges in the staff This item heightens the bearer's urges to act selfish and melevolant when an opportunity presents itself. This item was held by fraz urb'loo when he was causing chaos in the fey domain called Fidestia. The archmage Fa'rah trusts you enough to hold on to this ominous weapon as he does not want it near his domain. |
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Green Copper Ewer (Unique) | unique | DDHC-CoS-Ch-13 The Amber Temple | Show | |||
Grey Bag of Tricks | uncommon | Trade Log | Show | |||
Notes:
ondrous Item, uncommon This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Grey Bag of Tricks |
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Horn of Silent Alarm | common | CCC-BMG-MOON6-3 Planar Convergence | Show | |||
Notes:
Wondrous item, common The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round. |
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Horn of Valhalla (Silver) | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. The berserkers are friendly to you and your companions and follow your commands. |
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Javelin of Lightning | uncommon | CCC-BMG-MOON6-3 Planar Convergence | Show | |||
Notes:
Wondrous item, uncommon This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air. This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Linguistic Cloak of Billowing | common | WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier | Show | |||
Notes:
The dark fabric, hewn from the snight sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan. While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Lover's Bite (Nine Lives Stealer Longsword, 8 Charges) | very_rare | Trade Log | Show | |||
Mariposa (Staff of Swarming Insects with Beacon Property) | rare | WBW-DC-PHP-ORNG-02 Where Do They Go? | Show | |||
Notes:
Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20 On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. This item was made of forgotten memories of fidestia that does not have any homes any more. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. When activated the butterflies emits a glow that portrays a random scene of a forgotten memory Dice Memory |
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Mini Damselfly Spaceship Figurine (Figurine of Wondrous Power, Ebony fly) | rare | SJ-DC-ROTU-00 Chapter 0: Recesses of the Unknown (Prologue) (Author's run) | Show | |||
Notes:
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. |
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Mithral Armor (Chainmail) | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Heavy armor, uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. |
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Moon Sickle +1 | uncommon | DDAL-DRW-10 Unsafe "Harborage" | Show | |||
Mystery Key (x9) | common | DDEP09-03 Liar's Night + Haunted Mansion | Show | |||
Notes:
Wondrous item, common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. |
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Pipe of Smoke Monsters | common | BMG-DRWEP-OD-02 The Burning of Aglarond (Tier 02) | Show | |||
Notes:
Pipe of Smoke Monsters |
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Pole of Collapsing | common | WBW-DC-ROG-01 Imagination Lost | Show | |||
Portable Hole | rare | CCC-BMG-34 ELM2-1 Tendrils in the Fog | Show | |||
Qhizalt's Portable Hole | rare | CCC-COS-01 The Only Way to be Sure | Show | |||
Notes:
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. |