Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Potion of Acid Resistance common CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity Show
☐ Pipe of Smoke Monsters common CCC-SQC-03-01 Consumption CCC-SQC-03-01 Consumption Show
Notes:

Wondrous Item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

☐ Lightbringer uncommon 12b Service Hours Awarded, Uncommon Reward Service Hours Award_Common or Uncommon Show
Notes:

Weapon (mace), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

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

☐ Ilmatter's Respite (Wand of Smiles) common CCC-ELF-03-02 Echoes of Rage CCC-ELF-03-02 Echoes of Rage Show
Notes:

These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.

☐ Horn of Silent Alarm common CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity 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.

☐ Horn of All-Hello-Ing (Horn of Valhalla-Silver) rare WBW-DC-JSH-CEL1 Better with Friends WBW-DC-JSH-CEL1 Better with Friends Show
Notes:

Wondrous item, rare

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 GM chooses the horn's type or determines it randomly.

Horn Type: Silver

Berserkers Summoned: 2d4 + 2

Requirement: None

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

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Description. This Silver Horn of Valhalla appears as a festive paper party noisemaker – and makes the noise you’d expect from one.

When you blow this horn, the berserkers summoned appear as 2d4+2 of your favourite people, ready to help you in your time of need.

☐ Heward’s Handy Spice Pouch rare CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Wondrous Item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Notes: Utility, Container

☐ Half Plate of Poison Resistance rare DDEX3-11 The Quest for Sporedome DDEX3-11 The Quest for Sporedome Show
☐ Goggles of Night uncommon DDAL07-04 A Walk in the Park DDAL07-04 A Walk in the Park Show
Notes:

Wondrous Item, uncommon
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.

☐ Frost Salamander Whistle (Horn of Valhalla, Silver) common WBW-DC-AA-ASHALON-02 Under the Cover of Stars WBW-DC-AA-ASHALON-02 Under the Cover of Stars Show
Notes:

(This horn was formed from the skull of a white dragon once offered to Aesandoral the Frostlord. It summons frost salamanders (with the statistics of berserkers). It will also carry your voice loudly as you bellow your battle commands.),

Wondrous Item, rare
You can use an action to blow this horn. In response, 2d4+2 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.

☐ Folding Boat uncommon Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
Notes:

Command Word "Shrimpkin"

Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

☐ Eyes of Minute Seeing common Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

☐ Deck of Illusions common FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

Wondrous Item, Common
This box contains a set of parchment cards. A full deck has 34
cards. A deck found as treasure is usually missing 1d20 − 1
cards.
The magic of the deck func􀆟ons only if cards are drawn at
random (you can use an 0altered deck of playing cards to
simulate the deck). You can use an ac􀆟on to draw a card at
random from the deck and throw it to the ground at a point
within 30 feet of you.
An illusion of one or more creatures forms over the thrown
card and remains un􀆟l dispelled. An illusory creature appears
real, of the appropriate size, and behaves as if it were a real
creature except that it can do no harm. While you are within
120 feet of the illusory creature and can see it, you can use an
ac􀆟on to move it magically anywhere within 30 feet of its card.
Any physical interac􀆟on with the illusory creature reveals it to
be an illusion, because objects pass through it. Someone who
uses an ac􀆟on to visually inspect the creature iden􀆟fies it as
illusory with a successful DC 15 Intelligence (Inves􀆟ga􀆟on)
check. The creature then appears translucent.
The illusion lasts un􀆟l its card is moved or the illusion is
dispelled. When the illusion ends, the image on its card
disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts E􀆫n
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage appren􀆟ce
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)

☐ Cloak of the Bat rare Service Hours Awarded_2024: 50th Anniversary_Rare Reward Service Hours Awarded_2024: 50th Anniversary Show
Notes:

Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

☐ Charm of Vitality uncommon WBW-DC-JSH-CEL1 Better with Friends WBW-DC-JSH-CEL1 Better with Friends Show
Notes:

Magical charm

This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you.

This item is found in the Dungeon Master’s Guide

☐ Cape of the Mountebank rare DDAL-DRW05 Uncertain Scrutiny Service Hours Awarded_2024: 50th Anniversary_Rare Reward Show
Notes:

Wondrous Item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

☐ Blazherserblane (BLAH-JER-SIR-BLAIN) - Longsword (Beacon Minor Property) rare FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

ONGSWORD (BEACON MINOR PROPRIETY)
Weapon (Longsword), rare
You gain a +2 bonus to atack and damage rolls made with this
magic weapon. It has the beacon minor property. 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
extnguish the light.

☐ Bag of Tricks (Rust) uncommon CCC-SQC-03-03 Toxicity CCC-SQC-03-03 Toxicity Show
Notes:

Wondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, 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
ROLL TABLE TO VTT
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear

☐ ARMOR OF THE FIRST FROST Elven Chain rare WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The surface of this icy armor is cold to the touch, with tendrils of frost decorating the metal. While wearing this, you have a keener understanding of duty and responsibility. Despite the material it is made of, the temperature around you always remains comfortable, even in the hottest or coldest environments.)

☐ Arcane Grimoire +3 (Ananeira’s Research Journal) very_rare WBW-DC-AA-ASHALON-02 Under the Cover of Stars WBW-DC-AA-ASHALON-02 Under the Cover of Stars Show
Notes:

(Arcane Grimoire +3) (This book holds all of the archfey Ananeira’s research notes about the cosmos. The pages are black, and whatever is written on it shines like stars. On its cover is a raw moonstone crystal that shines when the light hits it. Holding it makes you more aware of your surroundings and place in the universe, and among the stars. It provides a +2 to your Initiative bonus.)