Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tankard of Sobriety
common
CCC-PRIORY-01 Maritime Mayhem
Show
Moon-Touched Rapier of the Dark Tongue
common
CCC-UNITE-05 - House of Moonlight
Show
Notes:
Martial weapon, melee weapon, minor tier, common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
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.
Language
Allows wielder to speak Undercommon.
Wand of Magic Missile
uncommon
Trade Log
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.
Driftwood Staff (Staff of Healing)
rare
Feywilds
CCC-DES-01-02 - A Sanity Never Questioned
Show
Notes:
Driftwood Staff (Staff of Healing)
staff, simple weapon, melee weapon, major tier, rare (requires attunement by a bard, cleric, or druid)
Value/Weight: 4 lb.
Details: 1d6 bludgeoning - versatile (1d8)
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.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Bracers of Defense
rare
DDHC-TOA-01 Tomb of Annihilation
Show
Notes:
Wondrous item, rare (requires attunement)
Major tier
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Found On: Magic Item Table G
Manual of Clay Golems
very_rare
DDHC-TOA-01 Tomb of Annihilation
Show
Notes:
Wondrous item, very rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Tome of 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.
Glamoured Studded Leather
rare
Trade Log
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance last until you use this property again or remove the armor.
Rhythm Maker's Drum +2 (minor Song Craft property)
rare
Trade Log
Show
Mace of Terror
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Ring of Telekinesis
very_rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Brazier of Commanding Fire Elementals
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Cli Lyre (Instrument of the Bard)
rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tankard of Sobriety | common | CCC-PRIORY-01 Maritime Mayhem | Show | |||
Moon-Touched Rapier of the Dark Tongue | common | CCC-UNITE-05 - House of Moonlight | Show | |||
Notes:
Martial weapon, melee weapon, minor tier, common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Finesse Language |
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Wand of Magic Missile | uncommon | Trade Log | 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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Driftwood Staff (Staff of Healing) | rare | Feywilds | CCC-DES-01-02 - A Sanity Never Questioned | Show | ||
Notes:
Driftwood Staff (Staff of Healing) staff, simple weapon, melee weapon, major tier, rare (requires attunement by a bard, cleric, or druid) Value/Weight: 4 lb. Details: 1d6 bludgeoning - versatile (1d8) 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. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Bracers of Defense | rare | DDHC-TOA-01 Tomb of Annihilation | Show | |||
Notes:
Wondrous 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. |
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Manual of Clay Golems | very_rare | DDHC-TOA-01 Tomb of Annihilation | Show | |||
Notes:
Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. |
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Tome of 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. |
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Glamoured Studded Leather | rare | Trade Log | Show | |||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's Command word and cause the armor to assume the Appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory Appearance last until you use this property again or remove the armor. |
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Rhythm Maker's Drum +2 (minor Song Craft property) | rare | Trade Log | Show | |||
Mace of Terror | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Ring of Telekinesis | very_rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Brazier of Commanding Fire Elementals | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Cli Lyre (Instrument of the Bard) | rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show |