Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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.
Bitter Wrath, frost brand
very_rare
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Notes:
Weapon (rapier), very rare (requires attunement)
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.
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.
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.
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.
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.
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.
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.
Gem of Seeing
rare
Service Reward 11b
Trade Log
Show
Notes:
Wondrous Item, rare (requires attunement) Mounted as an Eyepatch, this gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Ioun Stone of Greater Absorption
legendary
DDAL00-10 Trust and Understanding
DDAL00-10 Trust and Understanding
Show
Notes:
(4 charges)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
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.
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.
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.
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
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.
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
Rapier +1
uncommon
Character Generation
Character Generation
Show
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.
Rod of Absroption
common
PO-BK-01-07 Beyond the portal
PO-BK-01-07 Beyond the portal
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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. |
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Bitter Wrath, frost brand | very_rare | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
Notes:
Weapon (rapier), very rare (requires attunement) This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Gem of Seeing | rare | Service Reward 11b | Trade Log | Show | ||
Notes:
Wondrous Item, rare (requires attunement) Mounted as an Eyepatch, this gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Ioun Stone of Greater Absorption | legendary | DDAL00-10 Trust and Understanding | DDAL00-10 Trust and Understanding | Show | ||
Notes:
(4 charges) When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Greater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. |
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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. |
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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. |
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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. |
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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 |
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Manual of quickness of action | very_rare | CCC-BMG-37 Weakness of Rock | WBW-DC-ROOK-2-2 | Show | ||
Notes:
Very Rare |
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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 |
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Rapier +1 | uncommon | Character Generation | Character Generation | Show | ||
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. |
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Rod of Absroption | common | PO-BK-01-07 Beyond the portal | PO-BK-01-07 Beyond the portal | Show | ||
Notes:
Rod, very rare (requires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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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. |