Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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.

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.

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.

Manual of quickness of action very_rare CCC-BMG-37 Weakness of Rock WBW-DC-ROOK-2-2 Show
Notes:

Very Rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

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