Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Serpent Scale Armor uncommon DDHC-CM Book of Cylinders RMH-01 - The Final Curtain Show
Notes:

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Rapier +1 uncommon Character Generation Character Generation Show
FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE) rare WBW-DC-MOM-01 Trade Log Show
Notes:

Wondrous item, rare (requires Attunement)

You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.

Longbow +2 rare DDEX3-07 - Herald of the moon Trade Log Show
Notes:

+2 Longbow or Shortbow with the Sentinel property, that glows dimly in the presence of humans

Errata for this adventure in the season 9 content catalog, published in September 2019 (4 years after the adventure was released). The magic item at the end has been changed. Instead of Shadowsong, the special Oathbow which can only be used by rangers, it is now a +2 Longbow or Shortbow with the Sentinel property, that glows dimly in the presence of humans

Jeny's Special Helper (Broom of Flying) uncommon CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
Notes:

Wondrous Item, uncommon

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Charlatan's Die common CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
Notes:

Whenever you roll this six-sided die, you can control which number it rolls.

Dark Shard Amulet common CCC-DES-01-06 One last request CCC-DES-01-06 One last request Show
Notes:

Wondrous Item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

Rooster (Wand of Wonder) rare DDAL00-03 Those That Came Before Trade Log Show
Notes:

Wand, rare (requires attunement by a spellcaster) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide. This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed.

Sojobo's Big Stick (Veteran's Cane) common WBW-DC-TEN-03 Korama-monogatari WBW-DC-TEN-03 Korama-monogatari Show
Notes:

Sojobo's Big Stick (Veteran's Cane, common. When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical.

Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls)

Korama-monogatari (Tome of Understanding) - Used - Not Tradeable very_rare WBW-DC-TEN-03 Korama-monogatari WBW-DC-TEN-03 Korama-monogatari Show
Notes:

ARCH FEY PACT

Characters who have served in the defense of Korama are given the chance to make a Greater Fey Pact with Yoshi, who now uses their full name of Yoshitsune, the true Lord of Korama. Unlocking this Pact requires the characters to have successfully completed the Ring the Spirit Bell, Recruit the Yokai, and Sealing the Rift objectives in Part II.

Any who accept this pact are offered a copy of Korama-monogatari, the book chronicling the founding of the domain and suddenly containing extra pages detailing the character’s own defense of the domain this day. The book functions as a Tome of Understanding, and is only available to those who swear fealty to the archfey in addition to completing the required objectives in session. Characters are free to reject this offer with no consequence, but those who do accept are warned that as Korama is a temple, characters are expected to show proper veneration to not only Korama, but to any temples they might encounter in the future. If a character willfully desecrates a temple or monastery, this pact will be rendered broken, and the copy of Korama-monogatari will be rendered blank, its text replaced with the word “Betrayer.” Remove any benefit gained from this tome should that happen.

Dagger of Blindsight rare DDHC-DMM Dungeon of the Mad Mage Level 6: Lost Level Trade Log Show
Notes:

Item description: This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Iron Bands of Bilarro rare DDAL-DRW01 Breaking Umberlee’s Resolve Trade Log Show
Notes:

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.

Wand of binding rare DDEP06-01 Relics of Kundrukar DDEP06-01 Relics of Kundrukar Show
Notes:

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

https://www.dndbeyond.com/magic-items/4788-wand-of-binding

Durgeddin’s Fist (Mace of Terror) rare DDEP06-01 Relics of Kundrukar Show
Notes:

Durgeddin’s Fist (Mace of Terror), rare (requires attunement)

Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30’. This item can be found in the Dungeon Master’s Guide.

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

https://www.dndbeyond.com/magic-items/4672-mace-of-terror

Moon-Touched Greatsword common CCC-MTL-02 | House of Revenance CCC-MTL-02 | House of Revenance Show
Notes:

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

Unearthed Ring of Mind Shielding uncommon CCC-MTL-02 | House of Revenance CCC-MTL-02 | House of Revenance Show
Notes:

Ring, uncommon (requires attunement)

This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.

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.

Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords CCC-HAL-02 Six Striking Swords Show
Notes:

This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one's finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to theit better judgement. These effects are not strong enough to override existing character traits.

The sixth sword (+2 Rapier +2 Init) rare CCC-HAL-03 Six Swords Unbound CCC-HAL-03 Six Swords Unbound Show
Notes:

The Sixth Sword (+2 Rapier w/+2 init) - Rare - This is one of Marilith S'Sheneth'rah's six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword's magic and occasionally twitches at critical times to put itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

Amulet of Health rare CCC-GSP-NTHR01-01 CCC-GSP-NTHR01-01 A night of Sorrows Show
Notes:

Wondrous Item, rare (requires attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.

Figurine of Wondrous Power - Ivory Goats rare WBW-DC-DGE-01 An underdodge Story Trade Log Show
Notes:

Figurine of Wondrous Power, Ivory Goats Wondrous item, rare One copy available to each character, for winning the Best in Show trophy 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. See the Monster Manuel for the creature's statistics. 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 item is found in the Dungeon Master’s Guide. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows • The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges. • The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. • The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Guardian. Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated.