Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Goggles of Night
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Boots of Striding and Springing
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
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.
Moon Sickle +1
uncommon
DDAL-DRW-10 Unsafe "Harborage"
Show
Radiance ( Wand of the Warmage +1)
uncommon
DDHC-CM-05 The Price of Beauty
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
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.
Bulkawa’s Benevolence (Staff of the Python)
uncommon
CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone.
Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail.
Wand of Magic Missiles
uncommon
DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express)
Show
Notes:
Wand, uncommon
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 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.
Stone of Goodluck
uncommon
DDHC-TYP-White Plume Mountain (session 3)
Show
Wand of Secrets
uncommon
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
Mariner's Plate Armor
uncommon
PS-DC-CWL-RED | Cooking With Landeep: Red Dragon Sweet & Sticky Ham + Infernal Encounters
Show
Bracers Of Defense (w/ minor Wicked property-
rare
FR-DC-MELB-01-01 Mistbourne: The Musical
Show
Notes:
Wonderous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Once worn by the Drag Queen of Gaylesford, Elle Dritch. When attuned, the straps of these bracers sprout from a black diamond and weave onto the bearer’s forearms like tendrils of inky stains.
This item has the 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.
Dragon Slayer Greatsword (Greatsword +1)
rare
S11B Service Award claiming
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Driftwood Staff (Staff of Healing)
rare
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, 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 spellcasting ability modifier: cure
wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Breastplate +1
rare
Trade Log
Show
Chainmail +1
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP-White Plume Mountain (session 3)
Show
Ring of Protection
rare
DDHC-TYP-White Plume Mountain (session 3)
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
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Goggles of Night | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
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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Moon Sickle +1 | uncommon | DDAL-DRW-10 Unsafe "Harborage" | Show | |||
Radiance ( Wand of the Warmage +1) | uncommon | DDHC-CM-05 The Price of Beauty | Show | |||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. |
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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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Bulkawa’s Benevolence (Staff of the Python) | uncommon | CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1 | Show | |||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone. |
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Wand of Magic Missiles | uncommon | DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) | Show | |||
Notes:
Wand, uncommon 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 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. |
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Stone of Goodluck | uncommon | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Wand of Secrets | uncommon | 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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Mariner's Plate Armor | uncommon | PS-DC-CWL-RED | Cooking With Landeep: Red Dragon Sweet & Sticky Ham + Infernal Encounters | Show | |||
Bracers Of Defense (w/ minor Wicked property- | rare | FR-DC-MELB-01-01 Mistbourne: The Musical | Show | |||
Notes:
Wonderous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Once worn by the Drag Queen of Gaylesford, Elle Dritch. When attuned, the straps of these bracers sprout from a black diamond and weave onto the bearer’s forearms like tendrils of inky stains. This item has the 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. |
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Dragon Slayer Greatsword (Greatsword +1) | rare | S11B Service Award claiming | Show | |||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Driftwood Staff (Staff of Healing) | rare | CCC-DES-01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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Breastplate +1 | rare | Trade Log | Show | |||
Chainmail +1 | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP-White Plume Mountain (session 3) | Show | |||
Ring of Protection | rare | DDHC-TYP-White Plume Mountain (session 3) | 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 |