Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Candle of the Deep
common
DC-PoA The More You Know Under Ice & Snow
Show
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet).
Circlet of Blasting
uncommon
DC-PoA The More You Know Under Ice & Snow
Show
Notes:
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.
Spell: Scorching Ray:
2nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage
Spell Scroll: Frost Fingers
common
DC-PoA The More You Know Under Ice & Snow
Show
Notes:
Spell: Frost Fingers
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S
Duration: Instantaneous
Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Torag’s Hammer
uncommon
CCC-TAROT-0104 TangledWoods
Show
Notes:
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.
Hut des Ungeziefers
common
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
Diese staubige alte Mütze hat 3 Ladungen. Während du den Hut in der Hand hältst, kannst du eine Aktion nutzen, um 1 seiner Ladungen zu verbrauchen und ein Befehlswort zu sprechen, das eine Fledermaus, einen Frosch oder eine Ratte herbeiruft (siehe das Spielerhandbuch oder das Monsterhandbuch für Statistiken). Die beschworene Kreatur erscheint auf magische Weise im Hut und versucht, so schnell wie möglich von dir wegzukommen. Die Kreatur ist weder freundlich noch feindlich und steht auch nicht unter deiner Kontrolle. Sie verhält sich wie eine normale Kreatur ihrer Art und verschwindet nach 1 Stunde oder wenn sie auf 0 Trefferpunkte fällt. Der Hut erhält täglich im Morgengrauen alle verbrauchten Ladungen zurück. Wenn du diesen schwarzen Hut mit zwei großen Filzohren trägst, wird dein Name auf magische Weise mit gelben Nähten auf den Hut geschrieben. Wenn du ihn abnimmst, verschwindet der Name. Dieser Gegenstand kann in Xanathars Leitfaden für alles gefunden werden.
Tante Sues Besen
uncommon
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
Dieser fliegende Besen ist alt und klapprig und kein schöner Anblick, aber zusätzlich zu seinen normalen Kommandowörtern kannst du ein zusätzliches sprechen, damit der Besen von selbst einen Radius von 5 Fuß reinigt. Sobald dieser Bereich sauber ist, geht er zum nächsten über, bis alle Oberflächen sauber sind oder ihr das Befehlswort sprecht. Dieser Gegenstand kann im Dungeon Masters Guide gefunden werden.
Belt of Dwarvenkind
rare
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Bracers of defence
uncommon
Trade Log
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Chain Mail +1
uncommon
DDHC-TYP - White Plume Mountain
Show
Googles of Night
uncommon
DDHC-TYP - White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
Armor of Vulnerability (slashing)
uncommon
DDHC-TYP - White Plume Mountain
Show
Ring of Protection
uncommon
DDHC-TYP - White Plume Mountain
Show
Hellebarde +2
rare
DDHC-TYP - White Plume Mountain
Show
Ring of Telekinesis
very_rare
DDHC-CM Kandlekeep Dekonstruktion
Show
Notes:
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Death's Head
rare
CCC-GHC-BK01-02 The Tithes that Bindes
Show
Notes:
(Mace of Disruption)
Weapon (mace), rare (requires attunement), Table G
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.
Arrow-Catching Shield
rare
CCC-GLIP-02-01 Blue Scales
Show
Notes:
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.
This item can be found in the Dungeon Masters Guide.
Bag of Devouring
very_rare
CCC-FC3-01-03 Tales of Estirwald - The Fun House
Show
Notes:
Wondrous Item, very rare
This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice.
The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past….
This item can be found in the Dungeon Master’s Guide.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Candle of the Deep | common | DC-PoA The More You Know Under Ice & Snow | Show | |||
Notes:
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle (a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet). |
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Circlet of Blasting | uncommon | DC-PoA The More You Know Under Ice & Snow | Show | |||
Notes:
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. Spell: Scorching Ray: 2nd-level evocation Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage |
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Spell Scroll: Frost Fingers | common | DC-PoA The More You Know Under Ice & Snow | Show | |||
Notes:
Spell: Frost Fingers 1st-level evocation The cold freezes nonmagical liquids in the area that aren't being worn or carried. At Higher Levels: |
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Torag’s Hammer | uncommon | CCC-TAROT-0104 TangledWoods | Show | |||
Notes:
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. |
||||||
Hut des Ungeziefers | common | CCC-TAROT-0105 The Lost Apprentice | Show | |||
Notes:
Diese staubige alte Mütze hat 3 Ladungen. Während du den Hut in der Hand hältst, kannst du eine Aktion nutzen, um 1 seiner Ladungen zu verbrauchen und ein Befehlswort zu sprechen, das eine Fledermaus, einen Frosch oder eine Ratte herbeiruft (siehe das Spielerhandbuch oder das Monsterhandbuch für Statistiken). Die beschworene Kreatur erscheint auf magische Weise im Hut und versucht, so schnell wie möglich von dir wegzukommen. Die Kreatur ist weder freundlich noch feindlich und steht auch nicht unter deiner Kontrolle. Sie verhält sich wie eine normale Kreatur ihrer Art und verschwindet nach 1 Stunde oder wenn sie auf 0 Trefferpunkte fällt. Der Hut erhält täglich im Morgengrauen alle verbrauchten Ladungen zurück. Wenn du diesen schwarzen Hut mit zwei großen Filzohren trägst, wird dein Name auf magische Weise mit gelben Nähten auf den Hut geschrieben. Wenn du ihn abnimmst, verschwindet der Name. Dieser Gegenstand kann in Xanathars Leitfaden für alles gefunden werden. |
||||||
Tante Sues Besen | uncommon | CCC-TAROT-0105 The Lost Apprentice | Show | |||
Notes:
Dieser fliegende Besen ist alt und klapprig und kein schöner Anblick, aber zusätzlich zu seinen normalen Kommandowörtern kannst du ein zusätzliches sprechen, damit der Besen von selbst einen Radius von 5 Fuß reinigt. Sobald dieser Bereich sauber ist, geht er zum nächsten über, bis alle Oberflächen sauber sind oder ihr das Befehlswort sprecht. Dieser Gegenstand kann im Dungeon Masters Guide gefunden werden. |
||||||
Belt of Dwarvenkind | rare | DDEX2-4 Mayhem in the Earthspur Mines | Show | |||
Notes:
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. While wearing this belt, you gain the following benefits: In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. |
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Bracers of defence | uncommon | Trade Log | Show | |||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield. |
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Chain Mail +1 | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Googles of Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Armor of Vulnerability (slashing) | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Ring of Protection | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
Hellebarde +2 | rare | DDHC-TYP - White Plume Mountain | Show | |||
Ring of Telekinesis | very_rare | DDHC-CM Kandlekeep Dekonstruktion | Show | |||
Notes:
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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Death's Head | rare | CCC-GHC-BK01-02 The Tithes that Bindes | Show | |||
Notes:
(Mace of Disruption) |
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Arrow-Catching Shield | rare | CCC-GLIP-02-01 Blue Scales | Show | |||
Notes:
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan. This item can be found in the Dungeon Masters Guide. |
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Bag of Devouring | very_rare | CCC-FC3-01-03 Tales of Estirwald - The Fun House | Show | |||
Notes:
Wondrous Item, very rare This bag superficially resembles a Bag of Holding but is a feeding orifice for a gigantic extra dimensional creature. Turning the bag inside out closes the orifice. The extra dimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Ambledragon said this bag would help cover up mistakes and deal with challenging individuals. I wonder how many “mistakes” he has used it on in the past…. This item can be found in the Dungeon Master’s Guide. |