Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
UC - Ordine Sage’s Robes
uncommon
Old Farmstead
CCC-TAROT-0101 Awakening of Fates
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Notes:
(Robe of Useful Items)
Wondrous Item, uncommon

This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Cons - Potion of Healing
common
Old Farmstead
CCC-TAROT-0101 Awakening of Fates
Show
Notes:
Potion, Common
You regain 2d4+2 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
EA - Harengon Spirit Club
common
LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
Trade Log
Show
Notes:
Event Reward
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.
from LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
played with Mhurren Khnurren (Log)
attached to player
UC - Moon Strike (Short Bow +1)
uncommon
Moongleam Hunting Lodge
CCC-TAROT-0106 Lies in the Moonlight
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Notes:

Weapon, Short Bow, Uncommon
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
See the full description of this item, which can be found in the Dungeon Masters Guide.
C - Instrument of Illusion
common
Island
CCC-TAROT-0106 Lies in the Moonlight
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Notes:

Wondrous Item, Common
While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything.
Cons - Potion of Greater Healing
uncommon
Island
CCC-TAROT-0106 Lies in the Moonlight
Show
Notes:
Potion, Consumable
You regain 4d4+4 Hit Points when you drink this potion. Whatever its potency, the potion's red liquid glimmers when agitated.
C/A - Amarantha’s Heart (Dark Shard Amulet)
common
Golden Balance
CCC-TAROT-0107 The Seat of the Ruler
Show
Notes:

Wondrous Item, common (requires attunement by a warlock)
While you are wearing it, you gain the following benefits:
• You can use the amulet as a spellcasting focus for your warlock spells
• You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
This item can be found in the Xanathar’s Guide to Everything.
Amaranthas Herz (Dunkles Scherbenamulett)
Wundersamer Gegenstand, gewöhnlich (erfordert Einstimmung durch einen Hexenmeister)
Während du es trägst, erhältst du die folgenden Vorteile:
- Du kannst das Amulett als Zauberfokus für deine Hexenmeisterzauber verwenden.
- Du kannst versuchen, einen Cantrip zu wirken, den du nicht kennst. Der Zauber muss auf der Zauberliste des Hexenmeisters stehen, und du musst eine Intelligenzprüfung (Arkana) mit DC 10 ablegen. Wenn die Prüfung erfolgreich ist, wirkst du den Zauber. Schlägt die Prüfung fehl, wird der Zauber nicht gewirkt, und die Aktion, die zum Wirken des Zaubers verwendet wurde, ist umsonst. In beiden Fällen kannst du diese Eigenschaft erst nach einer langen Ruhepause wieder einsetzen.
Dieses Amulett hat die Form eines stilisierten Herzens - das Herz scheint alles Licht in sich aufzusaugen und ist immer stockdunkel. Bei schwachem Licht scheint es, als würde das Herz von Nebel umhüllt sein. Das Amulett wird von einer dünnen Goldkette gehalten.
Dieser Gegenstand kann in Xanathars Führer zu allem gefunden werden.
UC - Thenturian Circlet (Circlet of Blasting)
uncommon
Golden Balance
CCC-TAROT-0107 The Seat of the Ruler
Show
Notes:

Wondrous Item, uncommon
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. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide.
Thenturischer Reif (Reif der Sprengung)
Wundersamer Gegenstand, ungewöhnlich
Wenn du diesen Zirkel trägst, kannst du eine Aktion nutzen, um mit ihm den Zauber Versengender Strahl zu wirken. Wenn du die Angriffe des Zaubers ausführst, tust du dies mit einem Angriffsbonus von +5. Der Zirkel kann bis zur nächsten Morgendämmerung nicht mehr auf diese Weise benutzt werden. Wenn du ihn trägst, flüstern dir die Stimmen der Toten zu und gewähren dir einen Bonus von +2 auf Initiative, wenn der Träger nicht außer Gefecht gesetzt ist. Dieser Armreif ist sehr alt - er stammt aus der Zeit von Aesperus, als er noch lebte. Er ist aus Kupfer und Onyx gefertigt, und goldene Ketten hängen von ihm herab. In der Mitte befindet sich ein einzelner Obsidiansplitter. Dieser Gegenstand kann im Dungeon Master's Guide gefunden werden.
UC - Ward of the Martyr
uncommon
CCC-TAROT-0103 A Martyred Heart
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Notes:

Wondrous Item, uncommon
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
UC/A - Dragonhide Belt +1
uncommon
5th level
CCC-TAROT-0103 A Martyred Heart
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Notes:
Wondrous item, uncommon (+1) (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
R/A - Astromancy Archive
rare
Meteor
SJ-DC-RTR-PL-01 The Herd
Show
Notes:

Wondrous item, rare (requires attunement by a wizard)
3 lb.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive 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 archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
- When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
R/A - Wand of Wonder
rare
FR-DC-AMAK01 You better watch out
FR-DC-AMAK01 You better watch out
Show
Notes:

Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
1d100 Effect
01–20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
21–25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26–30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36–40 Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41–45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46–50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56–60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.
61–64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute.
65–68 An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83–87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88–92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
C - Pipe of Smoke Monsters
common
FR-DC-AMAK01 You better watch out
FR-DC-AMAK01 You better watch out
Show
Notes:

Wondrous Item, common
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. 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.
Name | Rarity | Location | Table | Result | Source | |
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UC - Ordine Sage’s Robes | uncommon | Old Farmstead | CCC-TAROT-0101 Awakening of Fates | Show | ||
Notes:
(Robe of Useful Items) It has patches for the following: This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide. |
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Cons - Potion of Healing | common | Old Farmstead | CCC-TAROT-0101 Awakening of Fates | Show | ||
Notes:
Potion, Common You regain 2d4+2 Hit Points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated. |
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EA - Harengon Spirit Club | common | LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre | Trade Log | Show | ||
Notes:
Event Reward 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. from LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre |
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UC - Moon Strike (Short Bow +1) | uncommon | Moongleam Hunting Lodge | CCC-TAROT-0106 Lies in the Moonlight | Show | ||
Notes:
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. |
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C - Instrument of Illusion | common | Island | CCC-TAROT-0106 Lies in the Moonlight | Show | ||
Notes:
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Cons - Potion of Greater Healing | uncommon | Island | CCC-TAROT-0106 Lies in the Moonlight | Show | ||
Notes:
Potion, Consumable |
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C/A - Amarantha’s Heart (Dark Shard Amulet) | common | Golden Balance | CCC-TAROT-0107 The Seat of the Ruler | Show | ||
Notes:
While you are wearing it, you gain the following benefits: Amaranthas Herz (Dunkles Scherbenamulett) |
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UC - Thenturian Circlet (Circlet of Blasting) | uncommon | Golden Balance | CCC-TAROT-0107 The Seat of the Ruler | Show | ||
Notes:
Thenturischer Reif (Reif der Sprengung) |
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UC - Ward of the Martyr | uncommon | CCC-TAROT-0103 A Martyred Heart | Show | |||
Notes:
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UC/A - Dragonhide Belt +1 | uncommon | 5th level | CCC-TAROT-0103 A Martyred Heart | Show | ||
Notes:
Wondrous item, uncommon (+1) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. |
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R/A - Astromancy Archive | rare | Meteor | SJ-DC-RTR-PL-01 The Herd | Show | ||
Notes:
3 lb. This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
Minor Property: Harmonious |
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R/A - Wand of Wonder | rare | FR-DC-AMAK01 You better watch out | FR-DC-AMAK01 You better watch out | Show | ||
Notes:
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed. 1d100 Effect |
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C - Pipe of Smoke Monsters | common | FR-DC-AMAK01 You better watch out | FR-DC-AMAK01 You better watch out | Show | ||
Notes:
While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. 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. |