Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Staff of the Python
uncommon
CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast
CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
One of the branches of the Dark Treant was humming with power. It can be broken off and functions as a staff of the python. It is a blackened crooked 6-foot-long staff that oozes a black tar-like venom at twilight.
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.
Enspelled (Shield) Half Plate Armor
uncommon
Trade Log
Show
Notes:
DMG'24 p258
Medium Armor (Half Plate Armor), Uncommon (Requires Attunement)
40 lb.
AC 15 + Dex (max 2)
Bound into this armor is a level 1 spell. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The spell's saving throw DC is 13, and its attack bonus is +5.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Auntie Sue’s Broom
uncommon
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide.
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Candle of the Deep
common
DC-PoA The More You Know Under Ice And Snow
Show
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet).
Hat of Vermin
common
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
Illuminator´s Tattoo
common
DDAL10-01 The Frozen North
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Circlet of Blasting
uncommon
DC-PoA The More You Know Under Ice And Snow
Show
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Enspelled (Jump) Quarterstaff
uncommon
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
DMG'24 p258
Weapon (Quarterstaff), Uncommon (Requires Attunement)
Simple Weapon, Melee Weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
Bound into this weapon is a level 1 spell. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The spell's saving throw DC is 13, and its attack bonus is +5.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Minor Property Songcraft. Whenever this item is struck or is used, you hear a "Boing" sound.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. |
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| Staff of the Python | uncommon | CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast | CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast | Show | ||
|
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) One of the branches of the Dark Treant was humming with power. It can be broken off and functions as a staff of the python. It is a blackened crooked 6-foot-long staff that oozes a black tar-like venom at twilight. 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. |
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| Enspelled (Shield) Half Plate Armor | uncommon | Trade Log | Show | |||
|
Notes:
DMG'24 p258 Medium Armor (Half Plate Armor), Uncommon (Requires Attunement) The spell's saving throw DC is 13, and its attack bonus is +5. The wearer has Disadvantage on Dexterity (Stealth) checks. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| Auntie Sue’s Broom | uncommon | CCC-TAROT-0105 The Lost Apprentice | Show | |||
|
Notes:
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide. |
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| Candle of the Deep | common | DC-PoA The More You Know Under Ice And Snow | Show | |||
|
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet). |
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| Hat of Vermin | common | CCC-TAROT-0105 The Lost Apprentice | Show | |||
|
Notes:
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything. |
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| Illuminator´s Tattoo | common | DDAL10-01 The Frozen North | Show | |||
|
Notes:
Wondrous item (tattoo), common (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
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| Circlet of Blasting | uncommon | DC-PoA The More You Know Under Ice And Snow | Show | |||
|
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. |
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| Enspelled (Jump) Quarterstaff | uncommon | CCC-SFBay-02-01 Old Enemies Arise | Show | |||
|
Notes:
DMG'24 p258 Weapon (Quarterstaff), Uncommon (Requires Attunement) The spell's saving throw DC is 13, and its attack bonus is +5. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. Minor Property Songcraft. Whenever this item is struck or is used, you hear a "Boing" sound. |
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