Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Clockwork Amulet
common
CCC-NBDD01-02 Where Can She Be?
Show
Notes:
Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
Moon-Touched Rapier
common
Trade Log
Show
Notes:
Common
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. This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
Hat of Disguise
uncommon
CCC-NBDD01-02 Where Can She Be?
Show
Notes:
Wondrous Item, Uncommon (requires attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
Wand Of Magic Missiles
uncommon
CCC-WWC-01 (In The Face Of Fear)
Show
Notes:
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.
Bracers of Archery
uncommon
DDAL05-02 The Black Road
Show
Notes:
Wondrous item, uncommon (requires attunement)
These bracers are bulky with hexagon designs along them that do not match any common racial or family
styling. In addition, the hexagons turn blue in the cold or a warm orange in heat.
The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Bowl of Commanding Water Elementals
rare
DDAL09-07: Diabolical Dive
Show
Notes:
This silver bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. It is ringed with Infernal script and inlaid with rubies. When filled with water from the River Styx, it can conjure a water elemental that can carry other creatures safely through the waters of the Styx.
Rhythm-Maker's Drum +1
uncommon
Purchase Log
Show
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
Bag of Holding
uncommon
CCC-WWC-03 - Tyrant of the Forgotten Forge
Show
Notes:
Wondrous item, uncommon
Stone of Good Luck
uncommon
DDHC-TYP White Plume Mountain
Show
Boots of Striding and Springing
uncommon
DDHC-TYP White Plume Mountain
Show
Armor of Vulnerability (Slashing)
rare
DDHC-TYP White Plume Mountain
Show
Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
Show
Ring of Protection
rare
DDHC-TYP White Plume Mountain
Show
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
Show
Blackrazor (Greatsword +3)
legendary
DDHC-TYP White Plume Mountain
Show
Notes:
(Item to be recieved upong getting to T4)
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Rapier +2
rare
DDHC-TYP White Plume Mountain
Show
Arrow-Catching Shield
rare
CCC-GLIP-0201 Blue Scales
Show
Notes:
Armor (shield), rare (requires attunement)
This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Notes: Combat, Warding
Dragon Hide Saddle
uncommon
CCC-GAD01-02 Red War: Black Phoenix
Show
Notes:
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments.
Dread Helmet
common
CCC-GAD01-02 Red War: Black Phoenix
Show
Notes:
This fearsome steel helm makes your eyes glow red while you wear it.
The jagged horns on this helmet look quite intimidating.
Nereid Shawl
uncommon
Trade Log
Show
Notes:
The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Clockwork Amulet | common | CCC-NBDD01-02 Where Can She Be? | Show | |||
Notes:
Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. |
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Moon-Touched Rapier | common | Trade Log | Show | |||
Notes:
Common 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. This silver blade is forged to resemble a long tentacle that twists out to a sharp point. |
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Hat of Disguise | uncommon | CCC-NBDD01-02 Where Can She Be? | Show | |||
Notes:
Wondrous Item, Uncommon (requires attunement) This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently. |
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Wand Of Magic Missiles | uncommon | CCC-WWC-01 (In The Face Of Fear) | Show | |||
Notes:
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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Bracers of Archery | uncommon | DDAL05-02 The Black Road | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These bracers are bulky with hexagon designs along them that do not match any common racial or family The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Bowl of Commanding Water Elementals | rare | DDAL09-07: Diabolical Dive | Show | |||
Notes:
This silver bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. It is ringed with Infernal script and inlaid with rubies. When filled with water from the River Styx, it can conjure a water elemental that can carry other creatures safely through the waters of the Styx. |
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Rhythm-Maker's Drum +1 | uncommon | Purchase Log | Show | |||
Notes:
Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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Bag of Holding | uncommon | CCC-WWC-03 - Tyrant of the Forgotten Forge | Show | |||
Notes:
Wondrous item, uncommon |
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Stone of Good Luck | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Armor of Vulnerability (Slashing) | rare | DDHC-TYP White Plume Mountain | Show | |||
Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Ring of Protection | rare | DDHC-TYP White Plume Mountain | Show | |||
Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | Show | |||
Blackrazor (Greatsword +3) | legendary | DDHC-TYP White Plume Mountain | Show | |||
Notes:
(Item to be recieved upong getting to T4) Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The word believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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Rapier +2 | rare | DDHC-TYP White Plume Mountain | Show | |||
Arrow-Catching Shield | rare | CCC-GLIP-0201 Blue Scales | Show | |||
Notes:
Armor (shield), rare (requires attunement) This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan. You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Notes: Combat, Warding |
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Dragon Hide Saddle | uncommon | CCC-GAD01-02 Red War: Black Phoenix | Show | |||
Notes:
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments. |
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Dread Helmet | common | CCC-GAD01-02 Red War: Black Phoenix | Show | |||
Notes:
This fearsome steel helm makes your eyes glow red while you wear it. The jagged horns on this helmet look quite intimidating. |
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Nereid Shawl | uncommon | Trade Log | Show | |||
Notes:
The nereid wears a mantle of silky cloth the color of sea foam, which holds the creature's spirit. The mantle has an AC and hit points equal to that of the nereid, but the garment can't be directly harmed while the nereid wears it. If the mantle is destroyed, the nereid becomes poisoned and dies within 1 hour. A nereid is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief. |