Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tankard of Sobriety
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
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. This item is found in Xanathar’s Guide to Everything.
Pipe of Smoke Monsters
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
Show
Notes:
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. 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. This item is found in Xanathar’s Guide to Everything.
This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird.
Staff of Adornment
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
Show
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is found in Xanathar’s Guide to Everything.Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops.
Boots of Striding and Springing
uncommon
Found on a dwarfen corpse in a pit in a cave
DDAL10-03: Divining Evil
Show
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Battering Shield
rare
Loot from Ythoraxhys
BMG-DRW-OD-02 Something Wicked
Show
Notes:
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Cloak of Many Fashions
common
Loot from Goons at the Bar
BMG-DRW-OD-02 Something Wicked
Show
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. 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.
Tentacle Rod
rare
Loot from Mind Flayer
CCC-GHC-BK1-03 The Darkest Knight
Show
Weapon of Warning (Longsword)
uncommon
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon (Longsword) in your possession becomes a weapon of warning.
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
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.
Eldritch Claw Tattoo
uncommon
Storyaward: For the Golden Vault
Trade Log
Show
Notes:
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Necklace of Prayer Beads
rare
Given by bonesinger
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
1x Bead of Curing (2nd level Cure wounds or lesser restoration)
1x Bead of Smiting (Branding smite)
2x Bead of Wind walking (Wind walk)
Necklace of Adaptation
uncommon
Given by Pangil ng Buwan from his hoard
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Arrow of Dragon Slaying
very_rare
Given by Pangil ng Buwan from his hoard
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Staff of the Python
uncommon
Given by Pangil ng Buwan from his hoard
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tankard of Sobriety | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | 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. This item is found in Xanathar’s Guide to Everything. |
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Pipe of Smoke Monsters | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | Show | |||
Notes:
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. 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. This item is found in Xanathar’s Guide to Everything. This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird. |
||||||
Staff of Adornment | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | Show | |||
Notes:
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is found in Xanathar’s Guide to Everything.Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops. |
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Boots of Striding and Springing | uncommon | Found on a dwarfen corpse in a pit in a cave | DDAL10-03: Divining Evil | Show | ||
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
||||||
Battering Shield | rare | Loot from Ythoraxhys | BMG-DRW-OD-02 Something Wicked | Show | ||
Notes:
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight. |
||||||
Cloak of Many Fashions | common | Loot from Goons at the Bar | BMG-DRW-OD-02 Something Wicked | Show | ||
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. 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. |
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Tentacle Rod | rare | Loot from Mind Flayer | CCC-GHC-BK1-03 The Darkest Knight | Show | ||
Weapon of Warning (Longsword) | uncommon | Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon (Longsword) in your possession becomes a weapon of warning. | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
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. |
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Eldritch Claw Tattoo | uncommon | Storyaward: For the Golden Vault | Trade Log | Show | ||
Notes:
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
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Necklace of Prayer Beads | rare | Given by bonesinger | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 1x Bead of Curing (2nd level Cure wounds or lesser restoration) |
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Necklace of Adaptation | uncommon | Given by Pangil ng Buwan from his hoard | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Arrow of Dragon Slaying | very_rare | Given by Pangil ng Buwan from his hoard | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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Staff of the Python | uncommon | Given by Pangil ng Buwan from his hoard | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |