Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
AWIT CO. Uniform (Clothes of Mending)
common
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
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Notes:
AWIT CO. Uniform (Clothes of Mending)
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.
Fell Stinger (Wand of Fireballs)
rare
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
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Notes:
Fell Stinger (Wand of Fireballs)
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Iron Bands of Bilarro
rare
DDHC-CM Zikran´s Zephyrean Tome
DDHC-CM Zikran´s Zephyrean Tome
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Notes:
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
rare
DDHC-CM Zikran´s Zephyrean Tome
DDHC-CM Zikran´s Zephyrean Tome
Show
Notes:
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Boots of the Winterlands
uncommon
DDHC-CM Zikran´s Zephyrean Tome
DDHC-CM Zikran´s Zephyrean Tome
Show
Notes:
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
-You have resistance to cold damage.
-You ignore difficult terrain created by ice or snow.
-You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Alchemy Jug (Blue)
common
DDHC-CM Zikran´s Zephyrean Tome
DDHC-CM Zikran´s Zephyrean Tome
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Notes:
Alchemy Jug (Blue)
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids,**** the blue jug can produce 1 quart of boiling hot tea****, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Alchemy Jug (Orange)
uncommon
DDHC-CM Zikran´s Zephyrean Tome
DDHC-CM Zikran´s Zephyrean Tome
Show
Notes:
Alchemy Jug (Orange)
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Magpie’s Wings (Winged Boots)
rare
CCC-6SWORDS-01 Six Swords Out of Hell
Assignment 4 Season 12 b
Show
Notes:
The Seventh Sword (Sun Blade)
Weapon (longsword), rare (requires attunement)
The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.
Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
AWIT CO. Uniform (Clothes of Mending) | common | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
AWIT CO. Uniform (Clothes of Mending) This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company. |
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Fell Stinger (Wand of Fireballs) | rare | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Fell Stinger (Wand of Fireballs) This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships. |
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Iron Bands of Bilarro | rare | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Censer of Controlling Air Elementals | rare | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Censer of Controlling Air Elementals While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Boots of the Winterlands | uncommon | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Boots of the Winterlands These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: -You have resistance to cold damage. |
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Alchemy Jug (Blue) | common | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Alchemy Jug (Blue) This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids,**** the blue jug can produce 1 quart of boiling hot tea****, while the orange jug can produce 1 gallon of soy sauce. Liquid Max Amount |
||||||
Alchemy Jug (Orange) | uncommon | DDHC-CM Zikran´s Zephyrean Tome | DDHC-CM Zikran´s Zephyrean Tome | Show | ||
Notes:
Alchemy Jug (Orange) This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. Liquid Max Amount |
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Magpie’s Wings (Winged Boots) | rare | CCC-6SWORDS-01 Six Swords Out of Hell | Assignment 4 Season 12 b | Show | ||
Notes:
The Seventh Sword (Sun Blade) The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff. Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |