Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Arrow of Dragon Slaying
very_rare
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Arrow of Dragon Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Battering Shield
rare
BMG-DRW-OD-02 Something Wicked
Show
Notes:
Armor (Shield), Rare (Requires Attunement)
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Boots of Striding and Springing
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Cloak of Many Fashions
common
BMG-DRW-OD-02 Something Wicked
Show
Notes:
Cloak of Many Fashions
Wondrous Item, Common
This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.
While wearing this cloak, you can use a bonus actionto change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Helm of Telepathy
uncommon
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Helm of Telepathy
common
Aktive Magic Items:
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Lightning Javelin (Boltthrower)
common
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Notes:
Weapon (javelin), uncommon
Javelin of Lightning
This Armbladeis 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 the armblade 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 armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling.
Minor Property Thun Lakka Lakka Klan auf Hundecyborg-Dolch (Dagger)
common
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Compass. The wielder can use an action to learn which way is north.
Der Clan ist so zufrieden mit der Aufklärung der Morde und dem Sieg über die Remorhaz, dass der Schmied des Clans, Wayani Highhunter, anbietet, das von den Remorhaz geborgene Material in Waffen oder Rüstungen zu verarbeiten, die die Charaktere besitzen (obwohl auf diese Weise modifizierte Metallrüstungen immer noch aus Metall bestehen). Beispiele hierfür finden sich in den Tabellen Wer hat sie erschaffen oder wer sollte sie benutzen? in Kapitel 7 des Kerkermeisterhandbuchs.
Necklace of Adaptation
uncommon
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Necklace of Prayer Beads
rare
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
2x Wind Walk
1x Branding Smite
1x Cure Wounds 2nd Lvl
Ninuno's Mark Reward
uncommon
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Ninuno's Mark
A ninuno, one of the spirits of the Dayawlongon archipelago, grants you its insight as a charm. This charm allows you to cast either augury or speak with plants once per day. Once used three times, this charm vanishes from you.
Potion of Growth
common
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Potion of Healing
common
DDAL10-03 Divining Evil
Show
Potion of Healing
common
Aktive Magic Items:
Show
Potion of Healing
common
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Potion of necrotic Resistance
common
DDAL10-03 Divining Evil
Show
Notes:
Potion of Necrotic Resistance
Potion, uncommon
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Rapier of Warning (Toter Verwandter)
uncommon
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning
Scroll of Beast Bond
uncommon
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Show
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.
Sentinel Shield
uncommon
DDAL10-03 Divining Evil
Show
Notes:
Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Spellscroll of Identify
common
CCC-GHC-BK1-03 - The Darkest Knight (T2, APL 8)
Show
Notes:
Spell Scroll of Identify
Scroll, common, Table A
This scroll contains a single identify spell. This item can be found on page 200 of the
Dungeon Master's Guide.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Arrow of Dragon Slaying | very_rare | DDHC-JRC-10 Between tangled Roots | Show | |||
Notes:
Arrow of Dragon Slaying An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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Battering Shield | rare | BMG-DRW-OD-02 Something Wicked | Show | |||
Notes:
Armor (Shield), Rare (Requires Attunement) |
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Boots of Striding and Springing | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
Notes:
Boots of Striding and Springing Wondrous item, uncommon (requires attunement) The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Cloak of Many Fashions | common | BMG-DRW-OD-02 Something Wicked | Show | |||
Notes:
Cloak of Many Fashions While wearing this cloak, you can use a bonus actionto change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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Helm of Telepathy | uncommon | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | |||
Notes:
Helm of Telepathy |
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Helm of Telepathy | common | Aktive Magic Items: | Show | |||
Notes:
Helm of Telepathy |
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Lightning Javelin (Boltthrower) | common | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | |||
Notes:
Weapon (javelin), uncommon Javelin of Lightning This Armbladeis 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 the armblade 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 armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling. |
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Minor Property Thun Lakka Lakka Klan auf Hundecyborg-Dolch (Dagger) | common | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
Notes:
Compass. The wielder can use an action to learn which way is north. Der Clan ist so zufrieden mit der Aufklärung der Morde und dem Sieg über die Remorhaz, dass der Schmied des Clans, Wayani Highhunter, anbietet, das von den Remorhaz geborgene Material in Waffen oder Rüstungen zu verarbeiten, die die Charaktere besitzen (obwohl auf diese Weise modifizierte Metallrüstungen immer noch aus Metall bestehen). Beispiele hierfür finden sich in den Tabellen Wer hat sie erschaffen oder wer sollte sie benutzen? in Kapitel 7 des Kerkermeisterhandbuchs. |
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Necklace of Adaptation | uncommon | DDHC-JRC-10 Between tangled Roots | Show | |||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Necklace of Prayer Beads | rare | DDHC-JRC-10 Between tangled Roots | Show | |||
Notes:
Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 2x Wind Walk 1x Branding Smite 1x Cure Wounds 2nd Lvl |
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Ninuno's Mark Reward | uncommon | DDHC-JRC-10 Between tangled Roots | Show | |||
Notes:
Ninuno's Mark |
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Potion of Growth | common | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | |||
Potion of Healing | common | DDAL10-03 Divining Evil | Show | |||
Potion of Healing | common | Aktive Magic Items: | Show | |||
Potion of Healing | common | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | |||
Potion of necrotic Resistance | common | DDAL10-03 Divining Evil | Show | |||
Notes:
Potion of Necrotic Resistance Potion, uncommon When you drink this potion, you gain resistance to necrotic damage for 1 hour. |
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Rapier of Warning (Toter Verwandter) | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
Notes:
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning |
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Scroll of Beast Bond | uncommon | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | |||
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see. |
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Sentinel Shield | uncommon | DDAL10-03 Divining Evil | Show | |||
Notes:
Sentinel Shield Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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Spellscroll of Identify | common | CCC-GHC-BK1-03 - The Darkest Knight (T2, APL 8) | Show | |||
Notes:
Spell Scroll of Identify |