Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Heward`s Handy Spice Pouch
common
PO-BK1-02 Trust No One
Show
Notes:
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Moon-Touched Longsword
common
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed.
Emerald Kidgloves (Gloves of Thievery)
common
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Duplicitous Manuscript
rare
PO-BK1-02 Trust No One
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance.
When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving throw against an illusion spell you cast, you can use your reaction and expend 1 charge to impose disadvantage on the roll.
Dryad´s Cloak (Cloak of Protection)
common
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide.
Pot of Awakening
common
CCC-CONMAR 01-02 Finding Linric
Show
Notes:
Wondrous Item, common
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time.
When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully.
Periapt of Wound Closure
uncommon
CCC-THENT01-02 Those That Dwell Beneath
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Wand of Web
common
CCC-UNITE-05 House of Moonlight
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.
Bloodwell Vial (+1)
uncommon
Downtime Catching Up
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Ring of Swimming
common
DDAL05-06 Beneath the Fetid Chelimber
Show
Notes:
You have a swimming speed of 40 feet while wearing this ring.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Ruby of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Cloak of the Bat
rare
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
Wondrous item, major tier, 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.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Lantern of Revealing
common
CCC-ARCON01-02 A Whale of a Tale
CCC-ARCON01-02 A Whale of a Tale
Show
Notes:
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Weapon of Warning (Longsword)
uncommon
CCC-BFG 01-01 A House Divided
CCC-BFG 01-01 A House Divided
Show
Notes:
Uncommon, requires attunement
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls.
In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep.
The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
This item can be found on Magic Item Table F in the DMG.
Deck of Illusions
uncommon
CCC-BFG 01-02 Secrets of the Moon
CCC-BFG 01-02 Secrets of the Moon
Show
Notes:
Wonderous Item, uncommon
This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.
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 if one or more creature 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 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 the 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 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 cannot be used again.
This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.
Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.
Roll 1d23
Playing Card Illusion
1
King of hearts Knight and four guards
2
Ten of hearts Cloud Giant
3
Nine of hearts Ettin
4
Ace of diamonds Beholder
5
King of diamonds Archmage and mage Apprentice
6
Queen of diamonds Night Hag
7
Jack of diamonds Assassin
8
Ten of diamonds Fire giant
9
Eight of diamonds Gnoll
10
Jokers (2) You (the deck's owner)
11
Ace of spades Lich
12
King of spades Priest and two acolytes
13
Jack of spades Veteran
14
Ten of spades Frost Giant
15
Nine of spades Troll
16
Eight of spades Hobgoblin
17
Two of spades Goblin
18
Ace of clubs Iron Golem
19
King of clubs Bandit Captain and three bandits
20
Queen of clubs Erinyes
21
Nine of clubs Ogre
22
Eight of clubs Orc
23
Two of clubs Kobold
Javelin of Lightning
uncommon
CCC-BFG 01-03 Dark Moon Return
CCC-BFG 01-03 Dark Moon Return
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet.
Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target.
Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Clockwork Amulet
common
CCC-DPIP-01 The Toils And Troubles of Minauros
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate 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.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Tentacle Rod
rare
CCC-GHC-BK1-03 - The Darkest Knight
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Rod, rare (requires attunement), Table G
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Tome of the Stilled Tongue
legendary
CCC-GHC-BK3-09 A Convergence of Gods
CCC-GHC-BK3-09 A Convergence of Gods
Show
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item can be found in the Dungeon Master's Guide.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Heward`s Handy Spice Pouch | common | PO-BK1-02 Trust No One | Show | |||
Notes:
Wondrous item, common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. |
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Moon-Touched Longsword | common | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
Notes:
Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed. |
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Emerald Kidgloves (Gloves of Thievery) | common | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Duplicitous Manuscript | rare | PO-BK1-02 Trust No One | Show | |||
Notes:
Wondrous item, rare (requires attunement by a wizard) To you, this book is a magical spellbook. To anyone else, the book appears to be a volume of verbose romance fiction. As an action, you can change the book's appearance and alter the plot of the romance. When found, the book contains the following spells: hallucinatory terrain, major image, mirror image, mislead, Nystul's magic aura, phantasmal force, and silent image. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the illusion school. |
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Dryad´s Cloak (Cloak of Protection) | common | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide. |
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Pot of Awakening | common | CCC-CONMAR 01-02 Finding Linric | Show | |||
Notes:
Wondrous Item, common If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully. |
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Periapt of Wound Closure | uncommon | CCC-THENT01-02 Those That Dwell Beneath | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Wand of Web | common | CCC-UNITE-05 House of Moonlight | 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. |
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Bloodwell Vial (+1) | uncommon | Downtime Catching Up | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Ring of Swimming | common | DDAL05-06 Beneath the Fetid Chelimber | Show | |||
Notes:
You have a swimming speed of 40 feet while wearing this ring. |
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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Ruby of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Cloak of the Bat | rare | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
Wondrous item, major tier, 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. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
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Lantern of Revealing | common | CCC-ARCON01-02 A Whale of a Tale | CCC-ARCON01-02 A Whale of a Tale | Show | ||
Notes:
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. 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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Weapon of Warning (Longsword) | uncommon | CCC-BFG 01-01 A House Divided | CCC-BFG 01-01 A House Divided | Show | ||
Notes:
Uncommon, requires attunement This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This item can be found on Magic Item Table F in the DMG. |
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Deck of Illusions | uncommon | CCC-BFG 01-02 Secrets of the Moon | CCC-BFG 01-02 Secrets of the Moon | Show | ||
Notes:
Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. 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 if one or more creature 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 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 the 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 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 cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 |
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Javelin of Lightning | uncommon | CCC-BFG 01-03 Dark Moon Return | CCC-BFG 01-03 Dark Moon Return | Show | ||
Notes:
Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Clockwork Amulet | common | CCC-DPIP-01 The Toils And Troubles of Minauros | Show | |||
Notes:
Wondrous item, common 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. 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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Tentacle Rod | rare | CCC-GHC-BK1-03 - The Darkest Knight | CCC-GHC-BK1-03 - The Darkest Knight | Show | ||
Notes:
Rod, rare (requires attunement), Table G Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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Tome of the Stilled Tongue | legendary | CCC-GHC-BK3-09 A Convergence of Gods | CCC-GHC-BK3-09 A Convergence of Gods | Show | ||
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. This item can be found in the Dungeon Master's Guide. |