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Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Amulet of Health rare CCC-SFBAY-02-02 Critical Role - Frozen Sick Part1 Show
Notes:

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.

Rhythm-Maker’s Drum +1 uncommon Starting play at 5th Level Character Generation at 5 Show
Notes:

Wondrous Item, varies (requires attunement by a bard)

While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.

Eladrin's Vestments (Elven Chain) rare WBW-DC-TEN-03 Korama-monogatari Trade Log Show
Notes:

Armor chain shirt, rare. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor. Temperate: The bearer suffers no harm in temperatures as cold as -20 or as warm as 120 Farenheit.)

Silver Horn of Valhalla rare CCC-TRI-05 Hunt of Malar CCC-TRI-05 Hunt of Malar Show
Notes:

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthiry warriors tainted by Malar

Weapon of Warning (Longsword) uncommon CCC-BFG 01-01 A House Divided CCC-BFG 01-01 A House Divided Show
Notes:

Uncommon, requires attunement

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls.

In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep.

The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

This item can be found on Magic Item Table F in the DMG.

Deck of Illusions uncommon CCC-BFG 01-02 Secrets of the Moon CCC-BFG 01-02 Secrets of the Moon Show
Notes:

Wonderous Item, uncommon

This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it.

Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again.

This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.

Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.

Roll 1d23
Playing Card Illusion
1
King of hearts Knight and four guards
2
Ten of hearts Cloud Giant
3
Nine of hearts Ettin
4
Ace of diamonds Beholder
5
King of diamonds Archmage and mage Apprentice
6
Queen of diamonds Night Hag
7
Jack of diamonds Assassin
8
Ten of diamonds Fire giant
9
Eight of diamonds Gnoll
10
Jokers (2) You (the deck's owner)
11
Ace of spades Lich
12
King of spades Priest and two acolytes
13
Jack of spades Veteran
14
Ten of spades Frost Giant
15
Nine of spades Troll
16
Eight of spades Hobgoblin
17
Two of spades Goblin
18
Ace of clubs Iron Golem
19
King of clubs Bandit Captain and three bandits
20
Queen of clubs Erinyes
21
Nine of clubs Ogre
22
Eight of clubs Orc
23
Two of clubs Kobold

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

This strange folded cloth reflects no light and feels like air in the hand. When unfolded there is a slight smell of briny water in the air.

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, 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.

Necklace of Fireballs rare DDAL-DRW04 DDAL-DRW04 Foreign Affairs Show
Notes:

This necklace has 6 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet
away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).

You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. This item is found in the Dungeon Master’s Guide.

Dragontooth Dagger rare DDAL-DRW04 DDAL-DRW04 Foreign Affairs Show
Notes:

Weapon (dagger), rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.

You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.

Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.

Shield of the Uven Rune very_rare DDAL-DRW04 Foreign Affairs DDAL-DRW04 Foreign Affairs - X Marks the Spot Show
Notes:

Wondrous item, very rare (requires attunement)

This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.

While holding the shield, you benefit from the following properties:

Winter’s Friend. You are immune to cold damage.

Deadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.

Bane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.

Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement.

It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
This item is found in Waterdeep: Dungeon of the Mad Mage.

Horn of Silent Alarm common DDAL-DRW05 DDAL-DRW05 Uncertain Scrutiny: A Thayan Teleportation Show
Cape of the Mountebank rare DDAL DDAL-DRW05 Uncertain Scrutiny: You can check out but can never leave Show
Notes:

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Notes: Teleportation, Exploration, Outerwear

Necklace of Prayer Beads rare DDAL-DRW06 DDAL-DRW06 Thimblerrigging: Pretty in Purple Show
Notes:

Der Sarg enthält Münzen und eine Necklace of Prayer Beads mit den Perlen für blessing, curing, favor und wind walking). Die Schatulle und der Schreibtisch können verkauft werden, wenn sie aus dem Turm entfernt werden, obwohl der Schreibtisch monströs schwer ist.