Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Gold Dragon Scale Mail
very_rare
Claiming of S11B (or C?) Service Award
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.
Shyranna's Folly (Oathbow w/ Language minor property)
very_rare
CCC-OCC-01 Red War: Housekeeping
Show
Notes:
Weapon, very rare, requires attunement
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use
this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have
wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven
days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip.
Language minor property. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”.
Ring of the Ram
rare
CCC-GHC-07 River Runs Red
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you.
The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5
bonus for each charge you spend.
Ghost Step Tattoo (Harmonious Property)
very_rare
SJ-DC-ROTU-04 - Declaration of War (Author's Only)
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Tattoo depicting the Lich Queen (Masquerade tattoo with War leader property)
Brass Horn of Valhalla
rare
CCC-GAD02-03 Arena of Champions
Show
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Dragon's Glory (Staff of Striking, minor sentinel property detecting aberrations)
very_rare
SJ-DC-ROTU-05 Return of the Unknown Part I
Show
Notes:
Staff, very rare (requires attunement)
This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares purple.
Staff of adornment (Hidden message property)
common
SJ-DC-ROTU-05 Return of the Unknown Part I
Show
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft.
Periapt of Proof Against Poison
rare
CCC-RCC-01-06 The Handfasting
Show
Greatsword +3
very_rare
Trade Log
Show
Notes:
The greatsword is silver.
Piper's Hat (hat of Vermin, minor Guardian property)
common
Trade Log
Show
Bag of Devouring
very_rare
CCC-FC3-03 The Fun House
Show
Notes:
Wondrous Item, Very Rare
This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional
creature. Turning the bag inside out closes the orifice.
The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….
This item can be found in the Dungeon Master’s Guide.
Armor of Slashing Vulnerability
rare
Trade Log
Show
White Battledress (Clothes of mending with Temperate property)
common
SJ-DC-ROTU-07 RecessesTo The Unknown, Epilogue (Author's Run Only)
Show
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather.
Dispater's Robe of Archmehgai (Studded Leather Armor +1 with Illusion property)
rare
SJ-DC-TBS-03: Happiest Farm
Show
Shar's Staff of Paowah (Staff of Adornment with Abyssal language property)
common
SJ-DC-TBS-03: Happiest Farm
Show
Yellow Fungi (Ghost Step Tattoo with the Delver Property)
very_rare
SJ-DC-PANDORA-JWEI-03A Episode III: Astheneia (Playtest)
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Flavor
This fungi, when held onto your skin, dissolves and forms a pattern of mycorrhizal network.
Orcus Wand Splinter (Staff of Striking)
very_rare
SJ-DC-TRIDEN-MW3 Destination Unknown
Show
Notes:
Staff, Very Rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item is found in the Dungeon Master’s Guide, pg. 203.
Harmonious. Attuning to the item takes only 1 minute.
This staff is a large splinter of bone from the Wand of Orcus that broke off during the clash aboard the Airship Carrier Medusa. It radiates with overwhelming energy and clings to whomever touches it, shortening the time it takes to attune to it.
Trumpet of Stars (Horn of Silent Alarm)
common
SJ-DC-TRIDEN-MW3 Destination Unknown
Show
Notes:
Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. This item is found in Xanathar's Guide to Everything, pg. 137.
Language. The bearer can speak and understand Celestial while the item is on the bearer’s person.
This trumpet is made of glass and shaped like a shooting star. It produces the same melody as the song of the Temple of Starlight.
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property)
very_rare
SJ-DC-PANDORA-JWEI-02A (Playtest)
Show
Notes:
Wondrous Item, Very rare
Flavor
This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat.
It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat.
Figurine of Wondrous Power (Bronzee Griffon)
rare
Trade Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Gold Dragon Scale Mail | very_rare | Claiming of S11B (or C?) Service Award | Show | |||
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn. |
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Shyranna's Folly (Oathbow w/ Language minor property) | very_rare | CCC-OCC-01 Red War: Housekeeping | Show | |||
Notes:
Weapon, very rare, requires attunement When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. Language minor property. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”. |
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Ring of the Ram | rare | CCC-GHC-07 River Runs Red | Show | |||
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 |
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Ghost Step Tattoo (Harmonious Property) | very_rare | SJ-DC-ROTU-04 - Declaration of War (Author's Only) | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can't be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled. Tattoo depicting the Lich Queen (Masquerade tattoo with War leader property) |
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Brass Horn of Valhalla | rare | CCC-GAD02-03 Arena of Champions | Show | |||
Notes:
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla 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. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. |
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Dragon's Glory (Staff of Striking, minor sentinel property detecting aberrations) | very_rare | SJ-DC-ROTU-05 Return of the Unknown Part I | Show | |||
Notes:
Staff, very rare (requires attunement) This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares purple. |
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Staff of adornment (Hidden message property) | common | SJ-DC-ROTU-05 Return of the Unknown Part I | Show | |||
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft. |
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Periapt of Proof Against Poison | rare | CCC-RCC-01-06 The Handfasting | Show | |||
Greatsword +3 | very_rare | Trade Log | Show | |||
Notes:
The greatsword is silver. |
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Piper's Hat (hat of Vermin, minor Guardian property) | common | Trade Log | Show | |||
Bag of Devouring | very_rare | CCC-FC3-03 The Fun House | Show | |||
Notes:
Wondrous Item, Very Rare This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past…. This item can be found in the Dungeon Master’s Guide. |
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Armor of Slashing Vulnerability | rare | Trade Log | Show | |||
White Battledress (Clothes of mending with Temperate property) | common | SJ-DC-ROTU-07 RecessesTo The Unknown, Epilogue (Author's Run Only) | Show | |||
Notes:
This white military uniform is gifted to you by Sera Spellbound from the future. It mends itself, keeps you warm in extreme cold weather, and cool in extreme hot weather. |
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Dispater's Robe of Archmehgai (Studded Leather Armor +1 with Illusion property) | rare | SJ-DC-TBS-03: Happiest Farm | Show | |||
Shar's Staff of Paowah (Staff of Adornment with Abyssal language property) | common | SJ-DC-TBS-03: Happiest Farm | Show | |||
Yellow Fungi (Ghost Step Tattoo with the Delver Property) | very_rare | SJ-DC-PANDORA-JWEI-03A Episode III: Astheneia (Playtest) | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) Flavor |
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Orcus Wand Splinter (Staff of Striking) | very_rare | SJ-DC-TRIDEN-MW3 Destination Unknown | Show | |||
Notes:
Staff, Very Rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This item is found in the Dungeon Master’s Guide, pg. 203. Harmonious. Attuning to the item takes only 1 minute. This staff is a large splinter of bone from the Wand of Orcus that broke off during the clash aboard the Airship Carrier Medusa. It radiates with overwhelming energy and clings to whomever touches it, shortening the time it takes to attune to it. |
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Trumpet of Stars (Horn of Silent Alarm) | common | SJ-DC-TRIDEN-MW3 Destination Unknown | Show | |||
Notes:
Wondrous Item, Common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. This item is found in Xanathar's Guide to Everything, pg. 137. Language. The bearer can speak and understand Celestial while the item is on the bearer’s person. This trumpet is made of glass and shaped like a shooting star. It produces the same melody as the song of the Temple of Starlight. |
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Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property) | very_rare | SJ-DC-PANDORA-JWEI-02A (Playtest) | Show | |||
Notes:
Wondrous Item, Very rare Flavor It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat. |
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Figurine of Wondrous Power (Bronzee Griffon) | rare | Trade Log | Show |