Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ (R) Heward’s Handy Haversack
rare
CCC-GOC 01-02 Cairns of Rot
CCC-GOC 01-02 Cairns of Rot
Show
Notes:
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The backpack is made from a well-worn, but supple, leather that seems centuries old
☐ (VR/AT) Ring of Telekinesis
very_rare
DDHC-CM Kandlekeep Dekonstruktion
DDHC-CM Kandlekeep Dekonstruktion
Show
Notes:
Ring, very rare (requires attunement)
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.
☐ (R) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
☐ (UC) Goggles of Night
uncommon
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
☐ (R/AT) Armor of Vulnerability (slashing)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
☐ (R/AT) Ring of Spell Storing
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ (L/AT) Blackrazor
legendary
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
🏲 (U) Blessing of Protection
unique
DDHC-Tales of The Yawning Portal - White Plume Mountain
DDHC-Tales of The Yawning Portal - White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
☐ (VR/AT) Cloak of Arachnida
very_rare
DDHC-TOA-10 The Ruins of Hisari
DDHC-TOA-10 The Ruins of Hisari
Show
Notes:
Wondrous Item, very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.
☐ (UC) Adamantine Plate
uncommon
DDHC-TOA-10 The Ruins of Hisari
DDHC-TOA-10 The Ruins of Hisari
Show
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
☐ (R) Greatsword +2
rare
Trade Log
Show
Notes:
Weapon (greatsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
🗹 (VR) Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur
CCC-QCC2017 Delusions of Grandeur
Show
Notes:
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.
☐ (UC) Auntie Sue’s Broom (broom of flying)
uncommon
CCC-TAROT- 01-05 The Lost Apprentice
Trade Log
Show
Notes:
Wondrous Item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command word, name the Location, and are familiar with that place. The broom comes back to you when you speak another Command word, provided that the broom is still within 1 mile of you.
This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide.
☐ (VR) Studded Leather +2
very_rare
CCC-TRI-23 - STORM-1-2 - Sub Rosa
CCC-TRI-23 - STORM-1-2 - Sub Rosa
Show
Notes:
Armor (studded leather), very rare
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
☐ (VR) Manual of Gainful Exercise
very_rare
CCC-TRI-24 - STORM-1-3 - Knight Errand
CCC-TRI-24 - STORM-1-3 - Knight Errand
Show
Notes:
Wondrous item, very rare
This book describes ftness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This leather-bound book is emblazoned with a crimson red chess piece, the knight. The inside describes hundreds of training regiments for warfare and self-defense, ingraining some of them into your mind and muscles as the magic is used. This item can be found in the Dungeon Master’s Guide.
🗹 (VR) Tome of Leadership and Influence
very_rare
CCC-ROZK01-2 - Zhentarim's Lament
Trade Log
Show
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
🗹 (L/AT) Belt of Storm Giant Strength
legendary
DDAL 06-03 Crypt of the Death Giant
Assign Service Reward
Show
Notes:
Requires Attunement
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you.
Six varieties of this belt exist, corresponding with and having Rarity according to The Six kinds of true Giants. The belt of Stone Giant Strength and the belt of Frost Giant Strength look different, but they have the same Effect.
Storm giant - 29 - Legendary
☐ (L/AT) Scarab of Protection
legendary
DDAL09-19 Fang of Claw
DDAL09-19 Fang of Claw
Show
Notes:
Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
• You have advantage on saving throws against spells.
• The scarab has 12 charges. If you fail a saving throw
against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
This item can be found in the Dungeon Master’s Guide.
☐ (UC) Soul Coin
uncommon
DDAL09-19 Fang of Claw
DDAL09-19 Fang of Claw
Show
Notes:
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound and is inscribed with Infernal writing
and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it, overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and do one of the following:
Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
☐ (UC) Thenturian Circlet (Guardian Circlet of Blasting)
uncommon
CCC-TAROT- 01-07 The Seat of the Ruler
Trade Log
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.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (R) Heward’s Handy Haversack | rare | CCC-GOC 01-02 Cairns of Rot | CCC-GOC 01-02 Cairns of Rot | Show | ||
Notes:
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a Bag of Holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. The backpack is made from a well-worn, but supple, leather that seems centuries old |
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☐ (VR/AT) Ring of Telekinesis | very_rare | DDHC-CM Kandlekeep Dekonstruktion | DDHC-CM Kandlekeep Dekonstruktion | Show | ||
Notes:
Ring, very rare (requires attunement) 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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☐ (R) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
☐ (UC) Goggles of Night | uncommon | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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☐ (R/AT) Armor of Vulnerability (slashing) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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☐ (L/AT) Blackrazor | legendary | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian. You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened. Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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🏲 (U) Blessing of Protection | unique | DDHC-Tales of The Yawning Portal - White Plume Mountain | DDHC-Tales of The Yawning Portal - White Plume Mountain | Show | ||
Notes:
You gain a +1 bonus to AC and saving throws. |
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☐ (VR/AT) Cloak of Arachnida | very_rare | DDHC-TOA-10 The Ruins of Hisari | DDHC-TOA-10 The Ruins of Hisari | Show | ||
Notes:
Wondrous Item, very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |
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☐ (UC) Adamantine Plate | uncommon | DDHC-TOA-10 The Ruins of Hisari | DDHC-TOA-10 The Ruins of Hisari | Show | ||
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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☐ (R) Greatsword +2 | rare | Trade Log | Show | |||
Notes:
Weapon (greatsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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🗹 (VR) Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur | CCC-QCC2017 Delusions of Grandeur | Show | ||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide. |
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☐ (UC) Auntie Sue’s Broom (broom of flying) | uncommon | CCC-TAROT- 01-05 The Lost Apprentice | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command word, name the Location, and are familiar with that place. The broom comes back to you when you speak another Command word, provided that the broom is still within 1 mile of you. This broom of flying is old and ratty and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. This item can be found in the Dungeon Masters Guide. |
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☐ (VR) Studded Leather +2 | very_rare | CCC-TRI-23 - STORM-1-2 - Sub Rosa | CCC-TRI-23 - STORM-1-2 - Sub Rosa | Show | ||
Notes:
Armor (studded leather), very rare Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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☐ (VR) Manual of Gainful Exercise | very_rare | CCC-TRI-24 - STORM-1-3 - Knight Errand | CCC-TRI-24 - STORM-1-3 - Knight Errand | Show | ||
Notes:
Wondrous item, very rare |
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🗹 (VR) Tome of Leadership and Influence | very_rare | CCC-ROZK01-2 - Zhentarim's Lament | Trade Log | Show | ||
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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🗹 (L/AT) Belt of Storm Giant Strength | legendary | DDAL 06-03 Crypt of the Death Giant | Assign Service Reward | Show | ||
Notes:
Requires Attunement While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no Effect on you. Storm giant - 29 - Legendary |
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☐ (L/AT) Scarab of Protection | legendary | DDAL09-19 Fang of Claw | DDAL09-19 Fang of Claw | Show | ||
Notes:
Wondrous item, legendary (requires attunement) |
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☐ (UC) Soul Coin | uncommon | DDAL09-19 Fang of Claw | DDAL09-19 Fang of Claw | Show | ||
Notes:
Wondrous item, uncommon |
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☐ (UC) Thenturian Circlet (Guardian Circlet of Blasting) | uncommon | CCC-TAROT- 01-07 The Seat of the Ruler | Trade Log | 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. |