Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
(L/AT) Tome of the Stilled Tongue
legendary
CCC-GHC-BK03-09 A Convergence of Gods
Show
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item can be found in the Dungeon Master's Guide.
☐ (L/AT) Ring of Earth Elemental Command
legendary
DDEP-DRW02 Wings of Death (T4)
DDEP-DRW02 Wings of Death (T4)
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you.
In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage.
• You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
• You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.
(This item is available only to tier 4 characters.)
☐ (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/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.
☐ (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.
🗹 (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) 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) 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.
☐ (VR) Plate +2
very_rare
DDAL 05-18 The Mysterious Ilse
DDAL 05-18 The Mysterious Ilse
Show
Notes:
Armor (plate), very rare
You have a +2 bonus to AC while wearing this armor.
☐ (VR/AT) Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
Trade Log
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
☐ (VR/AT) Spellguard Shield
very_rare
DDEP-DRW02 Wings of Death (T4)
DDEP-DRW02 Wings of Death (T4)
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
☐ (VR/AT) Sapphire Buckler
very_rare
DDAL-DRW-19 Fall the Cold Night
DDAL-DRW-19 Fall the Cold Night
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations.
- While wielding the shield, you have resistance to psychic and thunder damage.
- Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
- As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
🗹 (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.
☐ (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.
☐ (VR) Tome of Clear Thought
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Wondrous Item, Very Rare
This book contains memory and logic 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
☐ (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) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
Trade Log
Show
☐ (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) 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
☐ (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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
(L/AT) Tome of the Stilled Tongue | legendary | CCC-GHC-BK03-09 A Convergence of Gods | Show | |||
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. This item can be found in the Dungeon Master's Guide. |
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☐ (L/AT) Ring of Earth Elemental Command | legendary | DDEP-DRW02 Wings of Death (T4) | DDEP-DRW02 Wings of Death (T4) | Show | ||
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the ’ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. • You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). This item is found in the Dungeon Master’s Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, ’your skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay. (This item is available only to tier 4 characters.) |
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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/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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☐ (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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🗹 (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) 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) 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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☐ (VR) Plate +2 | very_rare | DDAL 05-18 The Mysterious Ilse | DDAL 05-18 The Mysterious Ilse | Show | ||
Notes:
Armor (plate), very rare |
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☐ (VR/AT) Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |
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☐ (VR/AT) Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death (T4) | DDEP-DRW02 Wings of Death (T4) | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds. |
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☐ (VR/AT) Sapphire Buckler | very_rare | DDAL-DRW-19 Fall the Cold Night | DDAL-DRW-19 Fall the Cold Night | Show | ||
Notes:
Armor (Shield), Very Rare (Requires Attunement) This buckler was created from a scale gifted by one of Amaranthraxine’s draconic allies on Abeir. This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations.
|
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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 | ||
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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☐ (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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☐ (VR) Tome of Clear Thought | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Wondrous Item, Very Rare This book contains memory and logic 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. |
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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) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | Trade Log | Show | ||
☐ (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) 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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☐ (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. |