Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
VAULT OF THE EFREETI (PORTABLE HOLE)
rare
CCC-ODFC02-02 Palace of the Efreeti
CCC-ODFC02-02 Palace of the Efreeti
Show
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 them closes. The gate is one-way only and can’t be reopened. This item is found in the Dungeon Master’s Guide
Hazirawn
legendary
DDHC-HotDQ : Castle in the Clouds
Show
Notes:
Hazirawn
Weapon (greatsword), legendary, requires attunement
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon.
Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Clockwork Amulet
common
CCC_BWM_007_01_The_Beast_Beneath
Show
Notes:
wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn
Belt of dwarvenkind
rare
Trade Log
Show
Notes:
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
• You have Darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Carpet of flying
very_rare
CCC-GOC-01-03 Winds of Rot
Show
Notes:
Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
Flying speed: 40 feet
Capacity: 600 lb
Pipe of Smoke Monsters
common
Show
Notes:
Pipe of Smoke Monsters 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
Ring of Evasion
rare
Show
Notes:
This gold ring is set with a jade hummingbird. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
VAULT OF THE EFREETI (PORTABLE HOLE) | rare | CCC-ODFC02-02 Palace of the Efreeti | CCC-ODFC02-02 Palace of the Efreeti | Show | ||
Notes:
This piece of fine red silk can be folded up into a handkerchief, scarf, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 them closes. The gate is one-way only and can’t be reopened. This item is found in the Dungeon Master’s Guide |
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Hazirawn | legendary | DDHC-HotDQ : Castle in the Clouds | Show | |||
Notes:
Hazirawn A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you are attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges. Wounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success. |
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Clockwork Amulet | common | CCC_BWM_007_01_The_Beast_Beneath | Show | |||
Notes:
wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn |
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Belt of dwarvenkind | rare | Trade Log | Show | |||
Notes:
Requires Attunement While wearing this belt, you gain the following benefits: • Your Constitution score increases by 2, to a maximum of 20. • You have advantage on Charisma (Persuasion) checks made to interact with Dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: • You have advantage on Saving Throws against poison, and you have Resistance against poison damage. • You have Darkvision out to a range of 60 feet. • You can speak, read, and write Dwarvish. |
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Carpet of flying | very_rare | CCC-GOC-01-03 Winds of Rot | Show | |||
Notes:
Wondrous Item, very rare Flying speed: 40 feet Capacity: 600 lb |
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Pipe of Smoke Monsters | common | Show | ||||
Notes:
Pipe of Smoke Monsters 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 |
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Ring of Evasion | rare | Show | ||||
Notes:
This gold ring is set with a jade hummingbird. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Ring of Jumping
uncommon
1
DDAL05-10 - Giant Diplomacy
DDAL05-10 - Giant Diplomacy
Show
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.
Shadownneedle
common
1
CCC-KUMORI-0102 Wretches
CCC-KUMORI-0102 Wretches
Show
Notes:
Weapon (arrow), common This arrow can’t be broken, except when it is within an antjmagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver. This item can be found in Xanathar’s Guide to Everything.
Wild Monster Capture Cards (Deck of Illusions)
uncommon
1
CCC-KUMORI-0102 Wretches
CCC-KUMORI-0102 Wretches
Show
Notes:
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 functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action 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 until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), 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 action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until 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. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide.
Baton Du Pyton
uncommon
2
CCC-BMG-MOON7-1 Temple of the Beast
CCC-BMG-MOON7-1 Temple of the Beast
Show
Notes:
Vous pouvez utiliser une action pour prononcer le mot de commande du bâton et le lancer au sol dans un rayon de 3 mètres autour de vous. Le bâton devient un serpent constricteur géant (voir le Manuel des Monstres pour les statistiques) sous votre contrôle et qui agit selon son propre score d'initiative. En utilisant une action bonus pour prononcer de nouveau le mot de commande, le bâton reprend sa forme originale dans l'espace qu'occupait le serpent.
À votre tour, vous pouvez mentalement commander le serpent tant qu'il se trouve à 18 mètres ou moins de vous et que vous n'êtes pas incapable d'agir. Vous décidez quelles actions entreprendra le serpent et où il se déplacera lors du prochain tour, ou vous pouvez lui donner un ordre général comme attaquer vos ennemis ou garder un lieu.
Si le serpent tombe à 0 point de vie, il meurt et reprend la forme du bâton, puis celui-ci se brise et le bâton est détruit. Si le serpent reprend la forme du bâton avant de perdre tous ses points de vie, il les récupère tous.
FLAME TONGUE LONGSWORD
rare
2
DDAL00-02{d} Lost Tales of Myth Drannor
Show
Notes:
FLAME TONGUE LONGSWORD
Weapon, rare (requires attunement)
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. This item can be found in the Dungeon Master’s Guide
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.
Arc long +2
rare
2
DDEP05-02 The Ark of the Mountains
Show
Notes:
Vous bénéficiez d’un bonus aux jets d’attaque et de dégâts effectués avec cette arme magique.
Le bois de ce magnifique arc long est gravé des cartes des rivières les plus connus qui traversent les îles de la Moonsea. Si les noms d’une de ces rivières est prononcée à haute voix, l’arc émet le bruit de l’eau lorsqu’une flèche est perdue.
Anneaux de stockage
rare
2
DDEP05-02 The Ark of the Mountains
Show
Notes:
La tête de cette bague est façonnée comme une chope naine à couvercle. Le porteur peut utiliser son pouce pour soulever le couvercle à charnière de la chope, libérant la magie stockée à l’intérieur.
Cet anneau stocke les sorts qu’on lui lance et les conserve jusqu’à ce que son porteur harmonisé décide de s’en servir. L’anneau peut stocker jusqu’à 5 niveaux de sorts à la fois.
Quand vous le découvrez, il contient 1d6-1 niveaux de sort au choix du MJ.
Une créature peut lancer un sort de niveau 1 à 5 sur l’anneau en le touchant au moment de l’incantation. Le sort est alors stocké dans l’anneau et ne produit aucun autre effet. Si l’anneau ne peut stocker le sort, ce dernier est dépensé sans produire d’effet. Le niveau de l’emplacement utilisé pour lancer le sort détermine l’espace de stockage que le sort occupe.
Tant que vous portez cet anneau au doigt, vous pouvez lancer l’un des sorts qu’il contient. Le sort utilise le niveau d’emplacement, le DD des jets de sauvegardes, le bonus d’attaque du sort et la caractéristique d’incantation de l’incantateur d’origine. Pour tous les autres paramètres, on considère que c’est vous qui lancez le sort. Le sort lancé par le biais de l’anneau n’est plus stocké et libère l’espace de stockage qu’il occupait.
Dagger of Venom
rare
2
DDHC-HotDQ Hoard of the Dragon Queen
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Staff of Fire
very_rare
2
DDHC-HotDQ : Castle in the Clouds
Show
Notes:
Staff of Fire
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Loves Bite ( nine life stealer longsword)
very_rare
3
DDAL07-11 A Lesson in Love
Show
Notes:
Weapon (longsword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. This item can be found in the Dungeon Master’s Guide. The blade of this elegantly-curved longsword is fashioned of silvery-blue steel gilt in gold. A strip of delicate paper hangs from the pommel, upon which is inscribed a breathtakingly beautiful poem. When the wielder scores a critical hit with the weapon, its heart is filled with the agonizing ache of spurned love.
Wand of Fireballs
rare
3
CCC_BWM_007_01_The_Beast_Beneath
Show
Notes:
wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd- level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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.****
Figurine of wondrous power: golden lions
rare
CCC_BWM_07_02_The_Beast_Within
Show
Notes:
These gold statuettes of lions are always created in pairs. You can use on figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t bbe used again until 7 days have passed. When summoned, each lion wears a drape, one with the word “Honor” written in High Shou and another with the word “Duty” written in High Shou as well.
Flute of scribing (instrument of scribing)
common
CCC_BWM_07_02_The_Beast_Within
Show
Notes:
This flute has 3 charges. While you are playing it, you can use an action to expend 1 charge from the flute and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The flute regains all expended charges daily at dwan. This item can be found in Xanathar’s Guide to Everything.
Wand of Polymorph
very_rare
3
DDEP07-02 Drums of the Dead
Show
Notes:
Wand of Polymorph
Wand, very rare (requires attunement by a spellcaster) 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. This item is found in the Dungeon Master’s Guide. This wand is made of what appears to be the skeletal finger of some unusually-large humanoid. When wielded, it occasionally flexes and twitches. This wand has seven charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC15) from it.
+2 Half Plate
very_rare
3
DDEP07-02 Drums of the Dead
Show
Notes:
+2 Half Plate
Armor (half plate), very rare You have a +2 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in the Dwarven language.
+3 Wand of the War Mage
very_rare
3
DDEP07-02 Drums of the Dead
Show
Notes:
+3 Wand of the War Mage
Wand, very rare (requires attunement by a spellcaster). While holding this wand you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. This item is found in the Dungeon Master’s Guide. This thick wand is made of polished steel with a weapon-like pommel, and can be wielded in combat like a mace.
Bracelet de Cuir
uncommon
1
Trade Log
Show
Notes:
Bracelet de Cuir Uncommon
Wondrous item, major tier, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item is found in the Dungeon Master’s Guide. These bracers are fashioned out of dozens of overlapping watches, clocks, and timepieces. Each clock face ticks at a different speed and some even tick backwards. The wearer is able to see glimpses of their target’s immediate future, allowing for more deadly precision. When the user rolls a critical hit, all of the clocks hit 9:45 simultaneously, their hands pointing towards the target of the attack.
Angel Sting (Dancing Sword)
very_rare
CCC-GHC-BK1-10 THE HEART OF SHADOW
Show
Notes:
Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Ring of Jumping | uncommon | 1 | DDAL05-10 - Giant Diplomacy | DDAL05-10 - Giant Diplomacy | Show | ||
Notes:
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Shadownneedle | common | 1 | CCC-KUMORI-0102 Wretches | CCC-KUMORI-0102 Wretches | Show | ||
Notes:
Weapon (arrow), common This arrow can’t be broken, except when it is within an antjmagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver. This item can be found in Xanathar’s Guide to Everything. |
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Wild Monster Capture Cards (Deck of Illusions) | uncommon | 1 | CCC-KUMORI-0102 Wretches | CCC-KUMORI-0102 Wretches | Show | ||
Notes:
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 functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action 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 until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), 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 action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until 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. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide. |
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Baton Du Pyton | uncommon | 2 | CCC-BMG-MOON7-1 Temple of the Beast | CCC-BMG-MOON7-1 Temple of the Beast | Show | ||
Notes:
Vous pouvez utiliser une action pour prononcer le mot de commande du bâton et le lancer au sol dans un rayon de 3 mètres autour de vous. Le bâton devient un serpent constricteur géant (voir le Manuel des Monstres pour les statistiques) sous votre contrôle et qui agit selon son propre score d'initiative. En utilisant une action bonus pour prononcer de nouveau le mot de commande, le bâton reprend sa forme originale dans l'espace qu'occupait le serpent. |
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FLAME TONGUE LONGSWORD | rare | 2 | DDAL00-02{d} Lost Tales of Myth Drannor | Show | |||
Notes:
FLAME TONGUE LONGSWORD Weapon, rare (requires attunement) This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard. This item can be found in the Dungeon Master’s Guide 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. |
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Arc long +2 | rare | 2 | DDEP05-02 The Ark of the Mountains | Show | |||
Notes:
Vous bénéficiez d’un bonus aux jets d’attaque et de dégâts effectués avec cette arme magique. Le bois de ce magnifique arc long est gravé des cartes des rivières les plus connus qui traversent les îles de la Moonsea. Si les noms d’une de ces rivières est prononcée à haute voix, l’arc émet le bruit de l’eau lorsqu’une flèche est perdue. |
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Anneaux de stockage | rare | 2 | DDEP05-02 The Ark of the Mountains | Show | |||
Notes:
La tête de cette bague est façonnée comme une chope naine à couvercle. Le porteur peut utiliser son pouce pour soulever le couvercle à charnière de la chope, libérant la magie stockée à l’intérieur. Cet anneau stocke les sorts qu’on lui lance et les conserve jusqu’à ce que son porteur harmonisé décide de s’en servir. L’anneau peut stocker jusqu’à 5 niveaux de sorts à la fois. Quand vous le découvrez, il contient 1d6-1 niveaux de sort au choix du MJ. Une créature peut lancer un sort de niveau 1 à 5 sur l’anneau en le touchant au moment de l’incantation. Le sort est alors stocké dans l’anneau et ne produit aucun autre effet. Si l’anneau ne peut stocker le sort, ce dernier est dépensé sans produire d’effet. Le niveau de l’emplacement utilisé pour lancer le sort détermine l’espace de stockage que le sort occupe. Tant que vous portez cet anneau au doigt, vous pouvez lancer l’un des sorts qu’il contient. Le sort utilise le niveau d’emplacement, le DD des jets de sauvegardes, le bonus d’attaque du sort et la caractéristique d’incantation de l’incantateur d’origine. Pour tous les autres paramètres, on considère que c’est vous qui lancez le sort. Le sort lancé par le biais de l’anneau n’est plus stocké et libère l’espace de stockage qu’il occupait. |
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Dagger of Venom | rare | 2 | DDHC-HotDQ Hoard of the Dragon Queen | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. Finesse. Light. Thrown. |
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Staff of Fire | very_rare | 2 | DDHC-HotDQ : Castle in the Clouds | Show | |||
Notes:
Staff of Fire You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. |
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Loves Bite ( nine life stealer longsword) | very_rare | 3 | DDAL07-11 A Lesson in Love | Show | |||
Notes:
Weapon (longsword), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. This item can be found in the Dungeon Master’s Guide. The blade of this elegantly-curved longsword is fashioned of silvery-blue steel gilt in gold. A strip of delicate paper hangs from the pommel, upon which is inscribed a breathtakingly beautiful poem. When the wielder scores a critical hit with the weapon, its heart is filled with the agonizing ache of spurned love. |
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Wand of Fireballs | rare | 3 | CCC_BWM_007_01_The_Beast_Beneath | Show | |||
Notes:
wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd- level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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.**** |
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Figurine of wondrous power: golden lions | rare | CCC_BWM_07_02_The_Beast_Within | Show | ||||
Notes:
These gold statuettes of lions are always created in pairs. You can use on figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t bbe used again until 7 days have passed. When summoned, each lion wears a drape, one with the word “Honor” written in High Shou and another with the word “Duty” written in High Shou as well. |
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Flute of scribing (instrument of scribing) | common | CCC_BWM_07_02_The_Beast_Within | Show | ||||
Notes:
This flute has 3 charges. While you are playing it, you can use an action to expend 1 charge from the flute and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The flute regains all expended charges daily at dwan. This item can be found in Xanathar’s Guide to Everything. |
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Wand of Polymorph | very_rare | 3 | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Wand of Polymorph |
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+2 Half Plate | very_rare | 3 | DDEP07-02 Drums of the Dead | Show | |||
Notes:
+2 Half Plate |
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+3 Wand of the War Mage | very_rare | 3 | DDEP07-02 Drums of the Dead | Show | |||
Notes:
+3 Wand of the War Mage |
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Bracelet de Cuir | uncommon | 1 | Trade Log | Show | |||
Notes:
Bracelet de Cuir Uncommon |
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Angel Sting (Dancing Sword) | very_rare | CCC-GHC-BK1-10 THE HEART OF SHADOW | Show | ||||
Notes:
Weapon (rapier), very rare (requires attunement), Table H You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. |