Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ilmater’s Bleeding Heart
uncommon
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack
Show
Notes:
Ilmater’s Bleeding Heart
(Periapt of Wound Closure)
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.
Candle of the Deep
common
DC-PoA DES-05A Land of Ice and Snow
DC-PoA DES-05A Land of Ice and Snow
Show
Notes:
Candle of the Deep
Wondrous Item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Night Caller
uncommon
DDHC-TYP Tales from the Yawning Portal - The Sunless Citadel
Trade Log
Show
Notes:
Night Caller
Wondrous item, uncommon
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Moon-Touched Shortsword
common
DC-PoA DES-05B Drive Our Ships to new Lands
DC-PoA DES-05B Drive Our Ships to new Lands
Show
Notes:
Moon-Touched Shortsword
Weapon (shortsword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This fey-crafted blade features mithral construction, a blue metal weighing half the normal weight. The moon-touched shortsword gifted by the Prince of Frost is cold to the touch, lowering the temperature around it in a 5-foot radius. Icicles are continually forming and falling off the blade whenever it is unsheathed.
Figurine of Wondrous Power, Silver Raven
uncommon
DC-PoA DES-05B Drive Our Ships to new Lands
DC-PoA DES-05B Drive Our Ships to new Lands
Show
Notes:
Figurine of Wondrous Power, Silver Raven
Wondrous Item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Alchemy Jug
uncommon
DC-POA DES-05C We Calmed the Tides of War
DC-POA DES-05C We Calmed the Tides of War
Show
Notes:
Alchemy Jug
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.
It is initally filled with mead from Good Mead.
Cloak of Many Fashions
common
DC-POA DES-05C We Calmed the Tides of War
DC-POA DES-05C We Calmed the Tides of War
Show
Notes:
Cloak of Many Fashions
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
It is a deep blue, nearly black with a large silver raven, wings outstretched, across the shoulders.
Gray Bag of Tricks
uncommon
DC-POA DES-05D Rebuild All Your Ruins
DC-POA DES-05D Rebuild All Your Ruins
Show
Notes:
Gray Bag of Tricks
Wondrous Item, uncommon
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
CREATURES (roll 1d8):
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk
Jeny's Mark (Masquerade Tatoo)
common
DC-POA DES-05D Rebuild All Your Ruins
DC-POA DES-05D Rebuild All Your Ruins
Show
Notes:
Jeny's Mark (Masquerade Tatoo)
Wondrous Item, common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Jeny’s Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. This property does not work in the presence of Jeny Greenteeth or her coven.
Arver's Ring (Ring of Mind Shielding)
uncommon
FR-DC-MELB-00-01 Dead In Daggerford
FR-DC-MELB-00-01 Dead In Daggerford
Show
Notes:
Arver's Ring (Ring of Mind Shielding)
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Special: Arver died while wearing this ring and has not yet departed from it to join the afterlife. Instead he has remained to try and exert his influence. The ring has the Wicked minor 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.
Starflow Armor (Adamantine Armor)
uncommon
FR-DC-MELB-00-03 The Freezing of Starflow Fall
FR-DC-MELB-00-03 The Freezing of Starflow Fall
Show
Notes:
Starflow Plate Armor (Adamantine Armor)
Armor (Plate), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're earing it, any critical hit against you becomes a normal hit.
Forged by greatwyrm dragon fire and mastersmith craftsmanship. The armor glitters with starry patterns and an ambient glow of fiery red. The armor flares in warning against fel enemies.
Beacon. Fiends and ethereal creatures are sensed by the wearer of this armor. This item glows faintly when such creatures are within 120 feet of it.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ilmater’s Bleeding Heart | uncommon | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | CCC-GHC-BK1-08_The_Hunt_for_Cutter_Jack | Show | ||
Notes:
Ilmater’s Bleeding Heart Wondrous Item, uncommon (requires attunement) |
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Candle of the Deep | common | DC-PoA DES-05A Land of Ice and Snow | DC-PoA DES-05A Land of Ice and Snow | Show | ||
Notes:
Candle of the Deep The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. |
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Night Caller | uncommon | DDHC-TYP Tales from the Yawning Portal - The Sunless Citadel | Trade Log | Show | ||
Notes:
Night Caller This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed. Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it. |
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Moon-Touched Shortsword | common | DC-PoA DES-05B Drive Our Ships to new Lands | DC-PoA DES-05B Drive Our Ships to new Lands | Show | ||
Notes:
Moon-Touched Shortsword In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Figurine of Wondrous Power, Silver Raven | uncommon | DC-PoA DES-05B Drive Our Ships to new Lands | DC-PoA DES-05B Drive Our Ships to new Lands | Show | ||
Notes:
Figurine of Wondrous Power, Silver Raven A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. |
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Alchemy Jug | uncommon | DC-POA DES-05C We Calmed the Tides of War | DC-POA DES-05C We Calmed the Tides of War | Show | ||
Notes:
Alchemy Jug 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. It is initally filled with mead from Good Mead. |
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Cloak of Many Fashions | common | DC-POA DES-05C We Calmed the Tides of War | DC-POA DES-05C We Calmed the Tides of War | Show | ||
Notes:
Cloak of Many Fashions While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. It is a deep blue, nearly black with a large silver raven, wings outstretched, across the shoulders. |
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Gray Bag of Tricks | uncommon | DC-POA DES-05D Rebuild All Your Ruins | DC-POA DES-05D Rebuild All Your Ruins | Show | ||
Notes:
Gray Bag of Tricks This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. CREATURES (roll 1d8): |
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Jeny's Mark (Masquerade Tatoo) | common | DC-POA DES-05D Rebuild All Your Ruins | DC-POA DES-05D Rebuild All Your Ruins | Show | ||
Notes:
Jeny's Mark (Masquerade Tatoo) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. Jeny’s Mark resembles a tree armband that covers the left forearm when applied. The tattoo casts the smell of lilacs when its bearer is in the presence of fey. This property does not work in the presence of Jeny Greenteeth or her coven. |
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Arver's Ring (Ring of Mind Shielding) | uncommon | FR-DC-MELB-00-01 Dead In Daggerford | FR-DC-MELB-00-01 Dead In Daggerford | Show | ||
Notes:
Arver's Ring (Ring of Mind Shielding) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Special: Arver died while wearing this ring and has not yet departed from it to join the afterlife. Instead he has remained to try and exert his influence. The ring has the Wicked minor 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. |
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Starflow Armor (Adamantine Armor) | uncommon | FR-DC-MELB-00-03 The Freezing of Starflow Fall | FR-DC-MELB-00-03 The Freezing of Starflow Fall | Show | ||
Notes:
Starflow Plate Armor (Adamantine Armor) This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're earing it, any critical hit against you becomes a normal hit. Forged by greatwyrm dragon fire and mastersmith craftsmanship. The armor glitters with starry patterns and an ambient glow of fiery red. The armor flares in warning against fel enemies. Beacon. Fiends and ethereal creatures are sensed by the wearer of this armor. This item glows faintly when such creatures are within 120 feet of it. |