Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Moon-Touched Longsword
common
Sarcophagus of Lord Arnwell Grundor
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.
Dread Helm
common
Cave
DC-PoA Excuse me, I need this
Show
Notes:
(made from the skull of a white dragon wyrmling)
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Potion of Healing
common
Cave
DC-PoA Excuse me, I need this
Show
Notes:
Potion, minor tier, common
50 gp, ½ lb.
You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Ring of Swimming
uncommon
Marsh of Chelimber
DDAL05-6 Beneath the Fetid Chelimber
Show
Notes:
You have a Swimming speed of 40 feet while wearing this ring.
Wand of Webs
uncommon
Water Room
DDAL05-7 Chelimber’s Descent
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
Table F, 16TCP
This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.
This wand has 7 charges. While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.
Bag of Holding
uncommon
5th level
DDAL05-7 Chelimber’s Descent
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 Heward’s 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.
Harengon Spirit Club
common
LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
Trade Log
Show
Notes:
Event Reward, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.
Helm of Telepathy
uncommon
Cliff
DC-PoA The Little Bundle of Love...craft
Show
Notes:

Wondrous item, major tier, uncommon (requires attunement)
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.
Chest of Preserving
common
Cavern
DC-PoA The Little Bundle of Love...craft
Show
Notes:

Wondrous item, common
25 lb.
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Spell Scroll of Mind Spike
common
Icewind Dale
DC-PoA The Little Bundle of Love...craft
Show
Notes:

2nd-level divination
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Torag’s Hammer
uncommon
Traded from Wellby Goodhill (CCC-TAROT-0104 Tangled Woods)
Trade Log
Show
Notes:
Weapon (warhammer), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory. Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean…
This item can be found in the Dungeon Master’s Guide.
Eyes of Minute Seeing
uncommon
Qurth Forest (CCC-TAROT-01-02)
Trade Log
Show
Notes:
Wondrous item, uncommon
These “Aviator Sunglasses” are styled after the fashion worn by the Gnomish tinkerers who developed the first flying contraptions. The eyeglasses are useful in everyday wear as shields from direct sunlight, but they can also help you to see clearly in the workshop, and to get a better look at gauges and controls while in flight.
These crystal lenses fit snugly over the eyes, and give your countenance a stylish glint and glimmer when you move in a lit area.
While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
This item can be found in the Dungeon Master’s Guide on Table C.
R - Opal of the Ild Rune (A)
rare
Hotun-Shûl
DDAL05-11 Forgotten Traditions
Show
Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
UC/A - Weapon of Warning (Longsword)
uncommon
Crypt of Valen Manor
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.
UC - Deck of Illusions
uncommon
Cave of Melrond
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
UC - Javelin of Lightning
uncommon
Temple of Selûne
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.
R - Figurine of Wondrous Power (Ebony Fly)
rare
Claus' Room
SJ-DC-AMAK-01 You better watch out
Show
Notes:

Wondrous Item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
C - Cloak of many fashions
common
Claus' Dressing Room
SJ-DC-AMAK-01 You better watch out
Show
Notes:

Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Moon-Touched Longsword | common | Sarcophagus of Lord Arnwell Grundor | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
Notes:
Weapon (longsword), common |
||||||
Dread Helm | common | Cave | DC-PoA Excuse me, I need this | Show | ||
Notes:
(made from the skull of a white dragon wyrmling) |
||||||
Potion of Healing | common | Cave | DC-PoA Excuse me, I need this | Show | ||
Notes:
Potion, minor tier, common |
||||||
Ring of Swimming | uncommon | Marsh of Chelimber | DDAL05-6 Beneath the Fetid Chelimber | Show | ||
Notes:
You have a Swimming speed of 40 feet while wearing this ring. |
||||||
Wand of Webs | uncommon | Water Room | DDAL05-7 Chelimber’s Descent | Show | ||
Notes:
Wand, uncommon (requires attunement by a spellcaster) |
||||||
Bag of Holding | uncommon | 5th level | DDAL05-7 Chelimber’s Descent | 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 Heward’s 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. |
||||||
Harengon Spirit Club | common | LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre | Trade Log | Show | ||
Notes:
Event Reward, attached to player |
||||||
Helm of Telepathy | uncommon | Cliff | DC-PoA The Little Bundle of Love...craft | Show | ||
Notes:
|
||||||
Chest of Preserving | common | Cavern | DC-PoA The Little Bundle of Love...craft | Show | ||
Notes:
|
||||||
Spell Scroll of Mind Spike | common | Icewind Dale | DC-PoA The Little Bundle of Love...craft | Show | ||
Notes:
|
||||||
Torag’s Hammer | uncommon | Traded from Wellby Goodhill (CCC-TAROT-0104 Tangled Woods) | Trade Log | Show | ||
Notes:
|
||||||
Eyes of Minute Seeing | uncommon | Qurth Forest (CCC-TAROT-01-02) | Trade Log | Show | ||
Notes:
Wondrous item, uncommon |
||||||
R - Opal of the Ild Rune (A) | rare | Hotun-Shûl | DDAL05-11 Forgotten Traditions | Show | ||
Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
||||||
UC/A - Weapon of Warning (Longsword) | uncommon | Crypt of Valen Manor | 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. |
||||||
UC - Deck of Illusions | uncommon | Cave of Melrond | 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 |
||||||
UC - Javelin of Lightning | uncommon | Temple of Selûne | CCC-BFG 01-03 Dark Moon Return | Show | ||
Notes:
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. |
||||||
R - Figurine of Wondrous Power (Ebony Fly) | rare | Claus' Room | SJ-DC-AMAK-01 You better watch out | Show | ||
Notes:
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed. |
||||||
C - Cloak of many fashions | common | Claus' Dressing Room | SJ-DC-AMAK-01 You better watch out | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |