Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight (T2, APL 8) Show
Notes:

Tentacle Rod
Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

Talking Doll (Spieluhr) common SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Talking Doll

Wondrous item, common (requires attunement)

While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

It has the following song as default:

"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,

Licht und Hoffnung werden sie am Ende doch immer verjagen.

Was auch immer passieren sollte,vertrau und lausche nur mir

Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."

Story Award - Friend of the Sha'sal Khou common BMG-DRW-OD-02 Something Wicked Show
Notes:

Friend of the Sha’sal Khou. You have a contact in the Sha’sal Khou, a gith faction that aims to unite the githyanki and the githzerai. They are a powerful ally, and look favorably upon you, but won’t act on your behalf without persuasion.

Staff of the Python uncommon DDHC-JRC-10 Between tangled Roots Show
Notes:

Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Spell Scroll of Snare uncommon CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines Show
Notes:

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.

A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.

After the trap is triggered, the spell ends when no creature is Restrained by 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.

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.

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.

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

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.

Potion of Healing common SJ-DC-YLD – 01 - 01 – Never lose hope Show
Potion of Healing common Aktive Magic Items: Show
Potion of Healing common DDAL10-03 Divining Evil Show
Potion of Growth common SJ-DC-YLD – 01 - 01 – Never lose hope Show
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.

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

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).

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.

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.

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.