Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ (L/AT) Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
☐ (L/AT) Tome of the Stilled Tongue
legendary
DDAL00-02F - The Definition of Heroism
Show
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl.
🗹 (L) Tethir's Cuirass: Plate +3 (Guardian)
legendary
PS-DC-LIGA-01 Suldanessellar Afterlife
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
☐ (L/AT) Holy Avenger Halberd
legendary
Trade Log
Show
Notes:
Halberd, legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
☐ (VR/AT) Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This shield is fashioned from a single piece of flawless crystal with straps of supple leather
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
(L/AT) Divine Vorpal Glaive
legendary
FR-DC Rise of the Umbral God: The Ultimate Arena Battle
Show
Notes:
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Optional Feature (DM’s Choice):
Göttliche Reichweite
Divine Reach
Your range with this weapon is 15ft m instead of 10ft.
Stellar Energy Flow
The crystals in the Blade Knot glow when you fight.
Once per round, when you deal damage, you inflict an additional
2d6 radiant damage.
Enduring Spellbook
common
PS-DC-ELEMENT-DEATH-02 And Then They Attacked
Show
Notes:
Wondrous item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave
Language. The bearer can speak and understand primordial while the item is on the bearer’s person.
🗹 (C) Clockwork Amulet (Language: Modrone)
common
PS-DC-GG-01 Fatebreakers
Show
Notes:
Wondrous Item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Flavor Text: "This amulet has the Language property: The bearer can speak and understand Modron while the item is on the bearer's person."
🗹 (VR) Wise Retreat (Rod of Security)
very_rare
PS-DC-GG-01 Fatebreakers
Show
Notes:
rod, very rare
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can’t be used again until 10 days have passed.
This rod has the Wicked property: When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
Flavor Text: "This blue-green staff set with a red tourmaline is a treasure from Oghma, the Lord of Knowledge. Bearers of this rod seem to always feel a heightened sense of self-interest while holding this item."
Plate d'Amour (Cast-Off Plate Armor, Guardian)
common
FR-DC-CLWF-01 Passed Heroics
Show
Notes:
Heavy armor, common, AC 18
This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices)
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
☐ (R) Tree of Life Silver Broach (Quaal's Feather Token, Tree)
rare
CCC-Gary-06 - The Death Beneath the Roots
Trade Log
Show
Notes:
Wondrous item, minor tier, rare
This tiny object looks like a small silver broach in the shape of a Tree of Life. It acts as a Quall’s Feather Token.
Tree.
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Source: DMG, page 188. Available in the SRD (as "Feather Token, Tree").
☐ (R/AT) Arrow-Catching Shield
rare
CCC-GLIP-02-01 Blue Scales
Trade Log
Show
Notes:
Armor (shield), rare (requires attunement)
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.
☐ (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) 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.
🗹 (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.
🗹 (C) Hat of Vermin
common
CCC-TAROT- 01-05 The Lost Apprentice
Trade Log
Show
Notes:
Wondrous Item, common
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
☐ (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.
☐ (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.
☐ (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) Rod of Security
very_rare
DDAL00-01 Window to the Past (T4)
DDAL00-01 Window to the Past (T4)
Show
Notes:
Rod, very rare
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.
For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (L/AT) Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
|
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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| ☐ (L/AT) Tome of the Stilled Tongue | legendary | DDAL00-02F - The Definition of Heroism | Show | |||
|
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as “the warlock” and frequently opines on the power of the one true god of magic: Mystryl. |
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| 🗹 (L) Tethir's Cuirass: Plate +3 (Guardian) | legendary | PS-DC-LIGA-01 Suldanessellar Afterlife | Show | |||
|
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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| ☐ (L/AT) Holy Avenger Halberd | legendary | Trade Log | Show | |||
|
Notes:
Halberd, legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. |
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| ☐ (VR/AT) Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | Show | |||
|
Notes:
Armor (Shield), Very Rare (Requires Attunement) This shield is fashioned from a single piece of flawless crystal with straps of supple leather While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you. |
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| (L/AT) Divine Vorpal Glaive | legendary | FR-DC Rise of the Umbral God: The Ultimate Arena Battle | Show | |||
|
Notes:
Weapon (Glaive, Greatsword, Longsword, or Scimitar), Legendary (Requires Attunement) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead. Optional Feature (DM’s Choice): Göttliche Reichweite Divine Reach Your range with this weapon is 15ft m instead of 10ft. Stellar Energy Flow The crystals in the Blade Knot glow when you fight. Once per round, when you deal damage, you inflict an additional 2d6 radiant damage. |
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| Enduring Spellbook | common | PS-DC-ELEMENT-DEATH-02 And Then They Attacked | Show | |||
|
Notes:
Wondrous item, common This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. This spellbook contains the following spells when found: detect magic, magic missile, shield, thunderwave |
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| 🗹 (C) Clockwork Amulet (Language: Modrone) | common | PS-DC-GG-01 Fatebreakers | Show | |||
|
Notes:
Wondrous Item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. Flavor Text: "This amulet has the Language property: The bearer can speak and understand Modron while the item is on the bearer's person." |
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| 🗹 (VR) Wise Retreat (Rod of Security) | very_rare | PS-DC-GG-01 Fatebreakers | Show | |||
|
Notes:
rod, very rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane’s environment can’t harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. |
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| Plate d'Amour (Cast-Off Plate Armor, Guardian) | common | FR-DC-CLWF-01 Passed Heroics | Show | |||
|
Notes:
Heavy armor, common, AC 18 This set of plate armor has a special latch that can be pulled by the wearer to instantly rip off all armor parts if needed. You can doff this armor as a Magic action. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. (Caution: the item can not warn you about bad choices) The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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| ☐ (R) Tree of Life Silver Broach (Quaal's Feather Token, Tree) | rare | CCC-Gary-06 - The Death Beneath the Roots | Trade Log | Show | ||
|
Notes:
Wondrous item, minor tier, rare This tiny object looks like a small silver broach in the shape of a Tree of Life. It acts as a Quall’s Feather Token. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Source: DMG, page 188. Available in the SRD (as "Feather Token, Tree"). |
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| ☐ (R/AT) Arrow-Catching Shield | rare | CCC-GLIP-02-01 Blue Scales | Trade Log | Show | ||
|
Notes:
Armor (shield), rare (requires attunement) 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. |
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| ☐ (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) 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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| 🗹 (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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| 🗹 (C) Hat of Vermin | common | CCC-TAROT- 01-05 The Lost Apprentice | Trade Log | Show | ||
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Notes:
Wondrous Item, common This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything. |
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| ☐ (UC) Auntie Sue’s Broom (broom of flying) | uncommon | CCC-TAROT- 01-05 The Lost Apprentice | Trade Log | Show | ||
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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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| ☐ (UC) Thenturian Circlet (Guardian Circlet of Blasting) | uncommon | CCC-TAROT- 01-07 The Seat of the Ruler | Trade Log | Show | ||
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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. |
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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 | ||
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Notes:
Wondrous item, very rare |
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| ☐ (VR) Rod of Security | very_rare | DDAL00-01 Window to the Past (T4) | DDAL00-01 Window to the Past (T4) | Show | ||
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Notes:
Rod, very rare While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed. |
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