Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Soul Cannon
unique
DDAL09-10 Tipping the Scales
Show
Notes:
The tube is a small soul canon. It is 2 inches wide, 3 feet long, and weighs 25 pounds. It has a range of 200/600 feet and inflicts 8d10 force damage on a hit. It is a martial ranged weapon. A soul coin is needed to fire the canon and is consumed in the process.
Bracers of Defense
rare
DDHC-TYP-WPM White Plume Mountain
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.
Notes: Bonus: Unarmored Armor Class, Warding, Wristwear
WPM Legendary item
legendary
White Plume Mountain
DDHC-TYP-WPM White Plume Mountain
Show
Staff of Swarming Insects
rare
Trade Log
Show
Notes:
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.
Gem of Seeing
rare
S11B claimaing Service Awards
Show
Glamoured Studded Leather (Studded Leather Armor +2)
rare
S11B claimaing Service Awards
Show
Masquerade Tatto
common
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item, common (requires attunement)
Harmonious. During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute.
Figurines of Wondrous Power (Ivory Goats)
rare
WBW-DC-DGE-01 An Underdodge Story
Show
Notes:
Wondrous item, rare
Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces.
Guardian. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated.
Sending Stones
uncommon
Trade Log
Show
Whip +2
rare
Trade Log
Show
Figurine of Wondrous Power (Onyx Dog)
rare
CCC-CIC-02 The Clockwork Laboratory
Show
Notes:
Wondrous Item, rare
When not activated, this clockwork dog statuette capers about as a toy if its key is turned. A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Mace of Disruption
rare
CCC-CIC-03 The Desolate Undercroft
Show
Notes:
Weapon (mace), rare (requires attunement)
This black metal mace is decorated with the holy symbols of Auril, Talos, and Velsharoon. The light shed by this mace flickers like lightning and generates occasional swirls of snowflakes. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Soul Cannon | unique | DDAL09-10 Tipping the Scales | Show | |||
Notes:
The tube is a small soul canon. It is 2 inches wide, 3 feet long, and weighs 25 pounds. It has a range of 200/600 feet and inflicts 8d10 force damage on a hit. It is a martial ranged weapon. A soul coin is needed to fire the canon and is consumed in the process. |
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Bracers of Defense | rare | DDHC-TYP-WPM White Plume Mountain | 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. Notes: Bonus: Unarmored Armor Class, Warding, Wristwear |
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WPM Legendary item | legendary | White Plume Mountain | DDHC-TYP-WPM White Plume Mountain | Show | ||
Staff of Swarming Insects | rare | Trade Log | Show | |||
Notes:
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. |
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Gem of Seeing | rare | S11B claimaing Service Awards | Show | |||
Glamoured Studded Leather (Studded Leather Armor +2) | rare | S11B claimaing Service Awards | Show | |||
Masquerade Tatto | common | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item, common (requires attunement) Harmonious. During the tournament in Underdodge, you received a tattoo from an eccentric halfling named Tattoo. He is known for his quick work, thanks to unique artificer infusions on his tattoo pens. Tattoo completed his expert design in only a minute; reattuning to this tattoo later similarly requires just one minute. |
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Figurines of Wondrous Power (Ivory Goats) | rare | WBW-DC-DGE-01 An Underdodge Story | Show | |||
Notes:
Wondrous item, rare Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. Guardian. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated. |
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Sending Stones | uncommon | Trade Log | Show | |||
Whip +2 | rare | Trade Log | Show | |||
Figurine of Wondrous Power (Onyx Dog) | rare | CCC-CIC-02 The Clockwork Laboratory | Show | |||
Notes:
Wondrous Item, rare When not activated, this clockwork dog statuette capers about as a toy if its key is turned. A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics, except for the giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. |
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Mace of Disruption | rare | CCC-CIC-03 The Desolate Undercroft | Show | |||
Notes:
Weapon (mace), rare (requires attunement) This black metal mace is decorated with the holy symbols of Auril, Talos, and Velsharoon. The light shed by this mace flickers like lightning and generates occasional swirls of snowflakes. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. |