Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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

Green Copper Ewer (Unique) unique DDHC-CoS-Ch-13 The Amber Temple 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

Goggles of Night uncommon DDHC-TYP-White Plume Mountain (session 3) Show
Flame Tongue Weapon (Bladed/Sword) TO BE DECIDED rare CCC-YLRA01-02: Uneasy Lies the head Show
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!

Ersatz Eye common DDAL10-00 - Ice Road Trackers Show
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.

Dragon Wing Longbow (Radiant) rare BMG-DRWEP-OD-02 The Burning of Aglarond (Tier 02) Show
Notes:

The wood of this bow glimmers, and when turned in the light, every color of the rainbow shows up.

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.

Dagger of Venom rare DDAL05-17 Hartkiller’s Horn Show
Notes:

weapon (dagger), rare, simple weapon, melee weapon, major tier

Value/Weight: 1 lb.

Details: 1d4 piercing - finesse, light, thrown (20/60 ft.)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Finesse.

When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.

A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

Cloak of the Bat (From Liar's night epic + Haunted Mansion) rare DDEP09-03 Liar's Night + Haunted Mansion Show
Notes:

Rare, Requires Attunement

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or Darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while Flying in this way, or if you are no longer in dim light or Darkness, you lose this Flying speed.

While wearing the cloak in an area of dim light or Darkness, you can use your Action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Charlatan's Die common Easthaven DDEP-01 Terror In Ten-Town Show
Notes:

Wondrous Item, common (requires attunement)

This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.

Whenever you roll this twenty-sided die, you can control which number it rolls.

While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.

Chainmail +1 rare DDHC-TYP-White Plume Mountain (session 3) Show
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.

Breastplate +1 rare Trade Log Show
Boots of Striding and Springing uncommon DDHC-TYP-White Plume Mountain (session 3) Show
Boots of Speed rare WBW-DC-ROG-01 Imagination Lost Show
Boots of Speed common DDAL06-02 - The Redemption of Kelvan Show
Notes:

Boots of Speed
Wondrous Item, Rare (requires Attunement)
These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish.