Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
(R) Figurine of Wonderous Power: Onyx Dog
rare
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
Wondrous item, rare
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide.
🗹 (R) Ring of Force Resistance
rare
Trade Log
Show
Notes:
Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with pearl.
☐ (R) Rope of Entanglement
rare
KftgV - Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
☐ (R) The Plague Fly (Figurine of Wondrous Power)
rare
CCC-TAROT- 02-01 A Sunk Cost
CCC-TAROT- 02-01 A Sunk Cost
Show
Notes:
Wondrous Item, rare
This figurine of wondrous power (ebony fly) is an ebony statuette carved into the likeness of a horsefly with the holy symbol of Talona etched into its forehead with three small pieces of inset amber. When it is becomes a creature the marking becomes vivid purple and the pieces of amber seem to have an inner glow.
☐ (UC/AT) Boots of Striding and Springing
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Instrument of the Bards (Doss Lute)
uncommon
CCC-TAROT- 02-02 Guardians Scourge
CCC-TAROT- 02-02 Guardians Scourge
Show
Notes:
Wondrous item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.
Doss Lute Spells:
Animal friendship,
fly,
invisibility,
levitate,
protection from energy (fire only),
protection from evil and good,
protection from poison
☐ (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Auntie Sue’s Broom
uncommon
CCC-TAROT- 01-05 The Lost Apprentice
CCC-TAROT- 01-05 The Lost Apprentice
Show
Notes:
Wondrous Item, uncommon
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) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Martial Attack Techniques (Flail +1)
uncommon
DDHC-CM The Joy of Extradimensional Spaces
Trade Log
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
☐ (UC) Moon Strike (Shortbow +1)
uncommon
CCC-TAROT- 01-06 Lies in the Moonlight
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
Weapon, Short Bow, Uncommon
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
See the full description of this item, which can be found in the Dungeon Masters Guide.
☐ (UC) Ordine Sage’s Robes (Robe of Useful Items)
uncommon
CCC-TAROT- 01-01 Awakeing of Fates
CCC-TAROT- 01-01 Awakeing of Fates
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing (X)
• a 1st level spell scroll
• a bag of 100 gp (X)
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
☐ (UC) Shield of the Moon
uncommon
CCC-TAROT- 01-02 By the Light of the Moon
CCC-TAROT- 01-02 By the Light of the Moon
Show
Notes:
Wondrous Item, uncommon
This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide.
🗹 (UC) Thenturian Circlet (Circlet of Blasting, Guardian)
uncommon
CCC-TAROT- 01-07 The Seat of the Ruler
CCC-TAROT- 01-07 The Seat of the Ruler
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.
☐ (UC) Torag’s Hammer
uncommon
CCC-TAROT- 01-04 Tangled Woods
CCC-TAROT- 01-04 Tangled Woods
Show
Notes:
Weapon (warhammer), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory.
Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean…
This item can be found in the Dungeon Master’s Guide.
☐ (UC) Ward of the Martyr (Periapt of Health)
uncommon
CCC-TAROT- 01-03 A Martyred Heart
CCC-TAROT- 01-03 A Martyred Heart
Show
Notes:
Wondrous Item, uncommon
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
🏲 (U) Multiversal Champion Titel (Boon of High Magic)
unique
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
You gain one 9th-level spell slot, provided that you already have one.
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure.
🗹 (VR) Aegis of the Raven Queen (Shield, +3)
very_rare
Trade Log
Show
Notes:
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
🗹 (VR/AT) Amulet of the Devout +3
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
🗹 (VR/AT) Staff of Power
very_rare
Assign Service Reward
Show
Notes:
Staff, very rare (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 holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges.
Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
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.
Distance from Origin Damage
10 ft. away or closer 8 x the number of Charges in the staff
11 to 20 ft. away 6 x the number of Charges in the staff
21 to 30 ft. away 4 x the number of Charges in the staff
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
(R) Figurine of Wonderous Power: Onyx Dog | rare | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Notes:
Wondrous item, rare This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. This item can be found in the Dungeon Master’s Guide. |
||||||
🗹 (R) Ring of Force Resistance | rare | Trade Log | Show | |||
Notes:
Ring, rare |
||||||
☐ (R) Rope of Entanglement | rare | KftgV - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
||||||
☐ (R) The Plague Fly (Figurine of Wondrous Power) | rare | CCC-TAROT- 02-01 A Sunk Cost | CCC-TAROT- 02-01 A Sunk Cost | Show | ||
Notes:
Wondrous Item, rare This figurine of wondrous power (ebony fly) is an ebony statuette carved into the likeness of a horsefly with the holy symbol of Talona etched into its forehead with three small pieces of inset amber. When it is becomes a creature the marking becomes vivid purple and the pieces of amber seem to have an inner glow. |
||||||
☐ (UC/AT) Boots of Striding and Springing | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Instrument of the Bards (Doss Lute) | uncommon | CCC-TAROT- 02-02 Guardians Scourge | CCC-TAROT- 02-02 Guardians Scourge | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide. Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune. Doss Lute Spells: fly, invisibility, levitate, protection from energy (fire only), protection from evil and good, protection from poison |
||||||
☐ (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Auntie Sue’s Broom | uncommon | CCC-TAROT- 01-05 The Lost Apprentice | CCC-TAROT- 01-05 The Lost Apprentice | Show | ||
Notes:
Wondrous Item, uncommon 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) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Martial Attack Techniques (Flail +1) | uncommon | DDHC-CM The Joy of Extradimensional Spaces | Trade Log | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
☐ (UC) Moon Strike (Shortbow +1) | uncommon | CCC-TAROT- 01-06 Lies in the Moonlight | CCC-TAROT- 01-06 Lies in the Moonlight | Show | ||
Notes:
Weapon, Short Bow, Uncommon This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. See the full description of this item, which can be found in the Dungeon Masters Guide. |
||||||
☐ (UC) Ordine Sage’s Robes (Robe of Useful Items) | uncommon | CCC-TAROT- 01-01 Awakeing of Fates | CCC-TAROT- 01-01 Awakeing of Fates | Show | ||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. It has patches for the following: • a dagger • steel mirror • 10 ft. pole • 50 ft. hempen rope • a riding horse (mechanical in nature, otherwise the same) • 4 potions of healing (X) • a 1st level spell scroll • a bag of 100 gp (X) This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide. |
||||||
☐ (UC) Shield of the Moon | uncommon | CCC-TAROT- 01-02 By the Light of the Moon | CCC-TAROT- 01-02 By the Light of the Moon | Show | ||
Notes:
Wondrous Item, uncommon This shield +1 is painted to resemble The Moon. While equipped the bearer can use a bonus action to cause the shield to glow with a soft moonlight. This soft white light extends 20’. No colors can be discerned in the moonlight, and all objects show up as shades of grey. A full description of this item can be found in the Dungeon Masters Guide. |
||||||
🗹 (UC) Thenturian Circlet (Circlet of Blasting, Guardian) | uncommon | CCC-TAROT- 01-07 The Seat of the Ruler | CCC-TAROT- 01-07 The Seat of the Ruler | 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. |
||||||
☐ (UC) Torag’s Hammer | uncommon | CCC-TAROT- 01-04 Tangled Woods | CCC-TAROT- 01-04 Tangled Woods | Show | ||
Notes:
Weapon (warhammer), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Torag “crafted” this magical warhammer from the thighbone of the biggest, meanest troll to assail Goldenfields in recent memory. Those who wield it swear the weapon feeds on gore, growing slightly larger after every bloody encounter. Measurements don’t support this belief. However, Torag’s Hammer is always uncannily clean… This item can be found in the Dungeon Master’s Guide. |
||||||
☐ (UC) Ward of the Martyr (Periapt of Health) | uncommon | CCC-TAROT- 01-03 A Martyred Heart | CCC-TAROT- 01-03 A Martyred Heart | Show | ||
Notes:
Wondrous Item, uncommon This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol. You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. |
||||||
🏲 (U) Multiversal Champion Titel (Boon of High Magic) | unique | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
Notes:
You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
||||||
🗹 (VR) Aegis of the Raven Queen (Shield, +3) | very_rare | Trade Log | Show | |||
Notes:
Armor (shield), Very rare This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. |
||||||
🗹 (VR/AT) Amulet of the Devout +3 | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, very rare (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
||||||
🗹 (VR/AT) Staff of Power | very_rare | Assign Service Reward | Show | |||
Notes:
Staff, very rare (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 holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following Properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and Damage Rolls but loses all other Properties. On a 20, the staff regains 1d8 + 2 Charges. Power Strike. When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an Action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). 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. Distance from Origin Damage |