Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Harengon Spirit Club
common
LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
Character Creation
Show
Notes:
Event Award, 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.
(Log: https://www.adventurersleaguelog.com/users/33520/characters/87987/character_log_entries/871875)
Potion of Healing
common
Glip Dak
CCC-GLIP-0103 Citadel of Vlaakith
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.
Dread Helm
common
Citadel of Vlaakith
CCC-GLIP-0103 Citadel of Vlaakith
Show
Notes:
Wondrous Item, common
This fearsome steel helm makes your eyes glow red while you wear it.
This item can be found in Xanathar’s Guide to Everything.
Mithral Half-Plate
uncommon
Citadel of Vlaakith
CCC-GLIP-0103 Citadel of Vlaakith
Show
Notes:
Armor (half-plate), uncommon
This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
This item can be found in the Dungeon Masters Guide.
Immovable Rod
uncommon
Cormanthor Forest
CCC-ACANA 01 The Phantom Pursuit
Show
Notes:

Rod, uncommon
This flat iron rod has a button on one end.
You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall.
A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Potion of Healing
common
Cormanthor Forest
CCC-ACANA 01 The Phantom Pursuit
Show
Notes:

Potion, common
You regain 2d4 + 2 hit points when you drink this potion.
The potion's red liquid glimmers when agitated
Shield of the Moon
uncommon
Berislav Mausoleum (CCC-TAROT-0102 By the Light of the Moon)
Trade Log
Show
Notes:
Wondrous Item, uncommon
This shield +1 is painted to resemble The Moon.
While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey.
A full description of this item can be found in the Dungeon Masters Guide.
UC - Oyang’s Kettle (Decanter of Endless Water)
uncommon
Cormanthor Forest
CCC-ARCANA-02 Seclusion
Show
Notes:
Wondrous Item, uncommon
This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear.
Any water produced from this kettle smells faintly of Lemon Ginger and Pandan.
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
UC - Amulet of the Devout +1
uncommon
Level 5
CCC-ARCANA-02 Seclusion
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
R - Muttering Moningstar (Morningstar +2)
rare
Crusted Duchess
SJ-DC-AMAK-03 The Feast of the Devoured
Show
Notes:

Weapon, Rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
C - Tankard of Sobriety
common
Crusted Duchess
SJ-DC-AMAK-03 The Feast of the Devoured
Show
Notes:

Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
R/A - Astromancy Archive
rare
Starlight Wanderer
SJ-DC-AMAK-04 Starlight's Lament
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
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.
C/A Talking Doll
common
Starlight Wanderer
SJ-DC-AMAK-04 Starlight's Lament
Show
Notes:

Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
R - Silver Horn of Valhalla
rare
Path
CCC-TRI-05 Hunt of Malar
Show
Notes:

Wondrous Item, rare
You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
UC/A - Harmony (Longbow of Warning)
uncommon
Syln Nahil
CCC-UNITE-007 The Second Exodus of Syln Nahail
Show
Notes:

Weapon (longbow), uncommon (requires attunement)
This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.
Magic Item Table F in the Dungeon Master’s Guide.
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.
Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.
C - Staff of Flowers
common
Domain of Archfey Aspen Darkbell
CCC-UNITE-007 The Second Exodus of Syln Nahail
Show
Notes:

Staff, common
The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though.
Common Magic Item in Xanathar’s Guide to Everything.
*This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. *
R/A - Wand of Fireballs
rare
BMG-DRWEP-OD-01 The Enemy of my Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
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.
R/A - Moon Sickle +2
rare
BMG-DRWEP-OD-01 The Enemy of my Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
C - Earring of Message
common
BMG-DRWEP-OD-01 The Enemy of my Enemy
BMG-DRWEP-OD-01 The Enemy of My Enemy
Show
Notes:

Wondrous Item, Common
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn.
R/A - Periapt of Proof against Poison
rare
FR-DC-FOS-14 Money First
FR-DC-FOS-14 Money First
Show
Notes:

Wondrous item, rare (requires Attunement)
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Name | Rarity | Location | Table | Result | Source | |
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Harengon Spirit Club | common | LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre | Character Creation | Show | ||
Notes:
Event Award, attached to player |
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Potion of Healing | common | Glip Dak | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
Notes:
Potion, Common |
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Dread Helm | common | Citadel of Vlaakith | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
Notes:
Wondrous Item, common |
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Mithral Half-Plate | uncommon | Citadel of Vlaakith | CCC-GLIP-0103 Citadel of Vlaakith | Show | ||
Notes:
Armor (half-plate), uncommon |
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Immovable Rod | uncommon | Cormanthor Forest | CCC-ACANA 01 The Phantom Pursuit | Show | ||
Notes:
|
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Potion of Healing | common | Cormanthor Forest | CCC-ACANA 01 The Phantom Pursuit | Show | ||
Notes:
|
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Shield of the Moon | uncommon | Berislav Mausoleum (CCC-TAROT-0102 By the Light of the Moon) | Trade Log | Show | ||
Notes:
|
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UC - Oyang’s Kettle (Decanter of Endless Water) | uncommon | Cormanthor Forest | CCC-ARCANA-02 Seclusion | Show | ||
Notes:
Wondrous Item, uncommon This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: |
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UC - Amulet of the Devout +1 | uncommon | Level 5 | CCC-ARCANA-02 Seclusion | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
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R - Muttering Moningstar (Morningstar +2) | rare | Crusted Duchess | SJ-DC-AMAK-03 The Feast of the Devoured | Show | ||
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon. Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |
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C - Tankard of Sobriety | common | Crusted Duchess | SJ-DC-AMAK-03 The Feast of the Devoured | Show | ||
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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R/A - Astromancy Archive | rare | Starlight Wanderer | SJ-DC-AMAK-04 Starlight's Lament | Show | ||
Notes:
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. |
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C/A Talking Doll | common | Starlight Wanderer | SJ-DC-AMAK-04 Starlight's Lament | Show | ||
Notes:
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. |
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R - Silver Horn of Valhalla | rare | Path | CCC-TRI-05 Hunt of Malar | Show | ||
Notes:
You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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UC/A - Harmony (Longbow of Warning) | uncommon | Syln Nahil | CCC-UNITE-007 The Second Exodus of Syln Nahail | Show | ||
Notes:
This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers. Magic Item Table F in the Dungeon Master’s Guide. 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. Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song. |
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C - Staff of Flowers | common | Domain of Archfey Aspen Darkbell | CCC-UNITE-007 The Second Exodus of Syln Nahail | Show | ||
Notes:
The history of this simple staff was lost when its last owner fell victim to a trap in the Old Claranree Thicket. Still works just fine though. Common Magic Item in Xanathar’s Guide to Everything. *This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a Flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild scented daisy. The flower is harmless and non-magical, and it grows or withers as a normal flower would. The staff regains ld6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. * |
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R/A - Wand of Fireballs | rare | BMG-DRWEP-OD-01 The Enemy of my Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
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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R/A - Moon Sickle +2 | rare | BMG-DRWEP-OD-01 The Enemy of my Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
Weapon (sickle), rare (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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C - Earring of Message | common | BMG-DRWEP-OD-01 The Enemy of my Enemy | BMG-DRWEP-OD-01 The Enemy of My Enemy | Show | ||
Notes:
The blue crystal of this earring is wrapped with delicate copper wire. The earring has 5 charges. While wearing it, you can use an action to expend 1 charge and cast the message spell. The earring regains 1d4 + 1 expended charges daily at dawn. |
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R/A - Periapt of Proof against Poison | rare | FR-DC-FOS-14 Money First | FR-DC-FOS-14 Money First | Show | ||
Notes:
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. |