Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Wand of Web uncommon LN-1 Fuzzytale Farm and the Frightful Candy Goat LN-1 Fuzzytale Farm and the Frightful Candy Goat Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Potion of Healing common SJ-DC-FLUMPH-01 Flurry of Flumphs SJ-DC-FLUMPH-01 Flurry of Flumphs Show
Notes:

Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

☐ Dread Helm common CCC-GLIP-01-03 Citadel of Vlaakith CCC-GLIP-01-03 Citadel of Vlaakith Show
Notes:

Wondrous Item, common
This fearsome steel helm makes your eyes glow red while you wear it.

☐ Moon-Touched Sword (Longsword) common CCC-GHC-BK1-01 Into the Border Kingdoms CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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. This item can be found in the Xanathar’s Guide to
Everything.
Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll and
can only be claimed by one character in the party.

☐ Potion of Healing common CCC-GHC-BK1-06 Legacy and Virtue Show
☐ Potion of Anti-Toxin common CCC-GHC-BK1-06 Legacy and Virtue Show
☐ Helm of Telepathy common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines Show
Notes:

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.

☐ Spell Scroll of Beast Bond common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the 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 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.

☐ Spell Scroll of Snare common CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines CCC-GHC-BK1-07 The Peculiar Case of the 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.

☐ Potion of Healing common LN-1 Fuzzytale Farm and the Frightful Candy Goat LN-1 Fuzzytale Farm and the Frightful Candy Goat Show
☐ Harengon Spirit Club (Eventitem) common LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre LN-1 Fuzzytale Farm and the Frightful Candy Goat Show
Notes:

This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn.

☐ Potion of Healing common CCC-GLIP-01-03 Citadel of Vlaakith CCC-GLIP-01-03 Citadel of Vlaakith Show