Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
+1 Greataxe uncommon Erschaffung Show
Staff od Adorment common WBW-DC-FWF Complete Recipe for Total Disaster Show
Notes:

mit Minor Property: Compass
The wielder can use an action to learn which way is north.

Spellscroll of Guardian of Nature rare WBW-DC-FWF Complete Recipe for Total Disaster Show
+2 Moon Sickle rare WBW-DC-FWF Complete Recipe for Total Disaster Show
Potion of Waterbreathing uncommon DDHC00-GSM-06 The Final Enemy (T2, 4-6h) Show
Notes:

You can breathe Underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of The Sea and has a jellyfish-like bubble floating in it.

Potion of Healing uncommon DDHC00-GSM-06 The Final Enemy (T2, 4-6h) Show
Notes:

Heals for 2d4+2

Figurine of Wondrous Power (Silver Raven) uncommon DDHC00-GSM-06 The Final Enemy (T2, 4-6h) Show
Notes:

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.

Silver Raven. 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.

Cloak of the Manta Ray uncommon DDHC00-GSM-06 The Final Enemy (T2, 4-6h) Show
Notes:

While wearing this cloak with its hood up, you can breathe Underwater, and you have a Swimming speed of 60 feet. Pulling the hood up or down requires an Action.

Mithral Plate Armor common DDHC00-GSM-06 The Final Enemy (T2, 4-6h) Show
Notes:

Heavy Armor. AC 18. Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Clothes of Mending common [14.01.2023| 19:30] SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em (eigenes Dungeoncraft) Show
Notes:

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.

Minor Property: Gleaming

This item never gets dirty.

Potion of Greater Healing common [14.01.2023| 19:30] SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em (eigenes Dungeoncraft) Show
Notes:

Potion, Uncommon (consumable)

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Spell Scroll: Intelect Fortress uncommon [14.01.2023| 19:30] SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em (eigenes Dungeoncraft) Show
Notes:

Scroll, Uncommon (consumable)

3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Classes: Artificer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Bard, Sorcerer, Warlock, Wizard

Bag of Beans (11 beans) rare [14.01.2023| 19:30] SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em (eigenes Dungeoncraft) Show
Notes:

Wondrous item, rare

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, 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. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.

d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.

02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.

11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.

21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.

31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).

41-50 1d6 + 6 shriekers sprout.

51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.

61-70 A hungry bulette burrows up and attacks.

71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.

81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.

91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.

00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

Dancing Sword (Rapier) very_rare DM Reward Show
Notes:

You can use a bonus Action to toss this magic sword into the air and speak the Command word. When you do so, the sword begins to hover, flies up to 30 feet, and ATTACKS one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls.

While the sword hovers, you can use a bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus Action, you can cause the sword to Attack one creature within 5 feet of it.

After the hovering sword ATTACKS for the fourth time, it flies up to 30 feet and tries to Return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Wakened Dragon Vessel very_rare Purchase Log Show
Notes:

Requires Attunemnet

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, mead, wine, a potion of healing, a potion of greater healing, a potion of superior healing, a potion of climbing, a potion of fire breath, or a potion of flying. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Portable Hole rare CCC-TRI 07 Beneath the Moonsea [T2] Show
Notes:

Wondrous item,

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.

If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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.

Potion of Water Breathing uncommon 2 CCC-TRI 07 Beneath the Moonsea [T2] Show
Notes:

You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Unlocked Magic Items