Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Immovable Rod
uncommon
CCC-BMG-MOON 17-2 Shed Blood Shed Light
CCC-BMG-MOON 17-2 Shed Blood Shed Light
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
This item is found in the Dungeon Master’s Guide.
☐ Mariner's Armor (Scale Mail)
uncommon
CCC-BMG-MOON 17-1 Sailing the Sea of Shadow
CCC-BMG-MOON 17-1 Sailing the Sea of Shadow
Show
Notes:
Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
☐ Potion of Superior Healing x3
rare
Purchase Log
Show
Notes:
Superior Healing
8d4 + 8
☐ Bag of Holding
common
Purchase Log
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
☐ Flame Tongue (Longsword)
rare
Trade Log
Show
Notes:
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Applicable Weapons:
Name Type Damage Properties
Greatsword Martial Melee 2d6 slashing Heavy, two-handed
Longsword Martial Melee 1d8 slashing Versatile (1d10)
☐ Potion of Superior Healing x10
very_rare
Purchase Log
Show
☐ Scimitar of Speed
very_rare
Trade Log
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Extra Attack as Bonus Action, Damage, Combat, Finesse, Light
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Immovable Rod | uncommon | CCC-BMG-MOON 17-2 Shed Blood Shed Light | CCC-BMG-MOON 17-2 Shed Blood Shed Light | Show | ||
|
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. This item is found in the Dungeon Master’s Guide. |
||||||
| ☐ Mariner's Armor (Scale Mail) | uncommon | CCC-BMG-MOON 17-1 Sailing the Sea of Shadow | CCC-BMG-MOON 17-1 Sailing the Sea of Shadow | Show | ||
|
Notes:
Mariner's Armor (Scale Mail) - While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
||||||
| ☐ Potion of Superior Healing x3 | rare | Purchase Log | Show | |||
|
Notes:
Superior Healing |
||||||
| ☐ Bag of Holding | common | Purchase Log | Show | |||
|
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
||||||
| ☐ Flame Tongue (Longsword) | rare | Trade Log | Show | |||
|
Notes:
Weapon (any sword), rare (requires attunement) Applicable Weapons: Name Type Damage Properties |
||||||
| ☐ Potion of Superior Healing x10 | very_rare | Purchase Log | Show | |||
| ☐ Scimitar of Speed | very_rare | Trade Log | Show | |||
|
Notes:
Weapon (scimitar), very rare (requires attunement) Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Extra Attack as Bonus Action, Damage, Combat, Finesse, Light |
||||||