Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Adamantine Chain Mail uncommon Gnoll loot CCC-BMG MOON 5-1 Bloodlust Rising Show
Notes:

Armor (chain mail), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Made by fomorians for a demonic subordinate, this armor crackles with hellish energy and is marked with Yeenoghu’s symbol.

The symbol can be removed by hand, but the faint smell of blood can never be removed.

Arrow, +2 rare behir loot CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

5 arrows

Arrow, +2

Consumable (arrow), rare

You have a +2 bonus to attack and damage rolls made with this arrow.

Once it hits a target, the arrow is no longer magical.

This item is found in the Dungeon Master’s Guide.

Bag of Tricks (rust) uncommon CCC-BMG MOON 15-3 Fallen Wonder Show
Notes:

This ordinary bag, made from rust 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.

Rust Bag of Tricks

d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear
This simple bag made from rust cloth is embroidered with silken threads, showcasing the insignia of a wizard long forgotten.

Though it appears to be empty, a keen ear held near the drawstring reveals the soft murmur of creatures within.

Boots of Elvenkind uncommon CCC-BMG MOON 6-2 Troubled Visions Show
Notes:

Boots of Elvenkind
Wondrous Item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Unworn, these eladrin-crafted boots appear to be little more than crude tubes of birch bark sewn roughly together with sinew.

Worn, they transform into slippers that match the seasons.

Elk-hide in winter, kelp-wrapped for the wet spring, straw sandals for summer and soft down-lined shoes for fall.

Brooch of Shielding uncommon CCC-BMG MOON 5-2 Bloodlust Contained Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

This brooch is made out of tarnished silver which no amount of cleaning changes.

It’s in the shape of a stylized crow, its wings spread in a half-circle and its eyes dark purple amethysts.

The pin looks like a broken femur which it holds in its claws.

It’s unnatural cold to touch regardless of the surrounding warmth.

Cloak of Displacement (E) rare Enemy Arise Trade Log Show
Notes:

Wondrous item, rare (requires attunement)
Major tier
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Cloak of Protection uncommon von der questgeberin CCC-BMG MOON 6-1 A Reopened Eye Show
Notes:

Wondrous item, uncommon (requires attunement)

This cloak seems to be made of finely woven leaves, and the clasp is gleaming silver etched in elegant patterns.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Cloak of Protection common In nem Tempel, von der Leiche eines Necromacers CCC-BMG MOON 7-3 The Temple of Death Show
Notes:

Cloak of Protection
Wondrous item, uncommon (requires attunement)

This elegant cloak is made of deep blue velvet trimmed in silver thread.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

800 gold wert.

Enduring Spellbook common von der questgeberin CCC-BMG MOON 6-1 A Reopened Eye Show
Notes:

Wondrous item, common (requires attunement)

This book is covered in fine leather, with a symbol of a harp embossed onto the spine. On the inside cover is the inscription: “Thanks for getting the books for me. Hopefully we meet again. —O. E.”.

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water.

In addition, the spellbook doesn’t deteriorate with age.

This item is found in Xanathar’s Guide to Everything.

Eyes of the Eagle uncommon Hag Lair CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

Wondrous Item, uncommon (requires attunement)
These crystal lenses fit over the eyes.
While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

These crystal lenses could be mistaken for a masquerade mask due to their elegant golden plumage.

Gem of Brightness uncommon in ner cave umhült von darkness CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

This item is found in the Dungeon Master’s Guide.

Horn of Silent Alarm (E) common pre fight Vorbereitung items bekommen CCC-BMG MOON 6-3 Planar Convergence 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.

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.

Javelin of Lightning uncommon loot vom fight CCC-BMG MOON 6-3 Planar Convergence Show
Notes:

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.

This javelin crackles with energy, which changes color to match the mood of the wielder. In lightning bolt form, it transforms into an electrical streak of rainbow lights as it streaks through the air.

Moon touched Greatswort common CCC-BMG MOON 6-2 Troubled Visions Show
M. S.-Sword common CCC-BMG MOON 10-2 Shadows and Shrouds Show
Notes:

Weapon

Martial weapon, melee weapon

10 gp, 2 lb. 1d6 piercing - finesse, light

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.

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.

Ring of Protection (E) rare Renown(Faction Membership) Trade Log Show
Notes:

Ring, rare (requires attunement)

Major tier

You gain a +1 bonus to AC and saving throws while wearing this ring.

Scoll of haluconory terrain common CCC-BMG MOON 5-2 Bloodlust Contained Show
Scroll of Locate Creature uncommon in nem refugee camp von ner lady um vermisste leute zu finden CCC-BMG MOON 15-3 Fallen Wonder Show
Scroll of Protection (Elementals) rare Behir Lair CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

Scroll of Protection (Elementals)
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.

The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.

A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Scroll of Wrath of Nature uncommon in nem zerstörten Lizard dorf CCC-BMG MOON 8-2 Braesal Strife Show
Notes:

Wrath of Nature
Evocation (Druid, Ranger)

Level: 5
Casting time: 1 Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.