Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Pearl of Power
uncommon
CCC-THENT01- 01 + 02 + 03
CCC-THENT01- 01 + 02 + 03
Show
Notes:
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn.
PERIAPT OF WOUND CLOSURE
uncommon
CCC-THENT01- 01 + 02 + 03
Show
Notes:
Consumable
+1 Potion od Healing
PERIAPT OF WOUND CLOSURE
Wondrous item, uncommon (requires attunement)
Silvered wings, like those of a hummingbird, hold between them a clear crystal. If the effect of the pendant occurs, the crystal takes on a deep red hue, which fades away at the next dawn. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN
uncommon
CCC-THENT01- 01 + 02 + 03
Show
Notes:
INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN Wondrous item, uncommon (requires attunement) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-HILL 1-1
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Notes:
Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Goggles of Night
uncommon
Trade mit Kassandra im Abenteuer
Trade Log
Show
Notes:
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet
Pipe of Haunting
uncommon
Part Three – Broken Dreams Part Four – The Rotted Heart
Show
Notes:
Uncommon Magic Item
Pipe of Haunting
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Ruby of the War Mage
common
Part Three – Broken Dreams Part Four – The Rotted Heart
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Notes:
Ruby of the War Mage
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Mithral Plate Armor
uncommon
Part Three – Broken Dreams Part Four – The Rotted Heart
Show
Notes:
Mithral Plate Armor
Heavy armor, minor tier, uncommon
65 lb.
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.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the bod
Flavor Text:
Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
Cloak of the Bat
rare
Part Three – Broken Dreams Part Four – The Rotted Heart
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Notes:
Cloak of the Bat
Wondrous item, major tier, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Flavor: This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Gwa’thern Faln
rare
Part Three – Broken Dreams Part Four – The Rotted Heart
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Notes:
Gwa’thern Faln
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Instrument of the Bards (Doss Lute)
uncommon
Trade Log
Show
Notes:
Instrument of the Bards (Doss Lute)
Wondrous item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.
Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.
Doss Lute Spells:
Animal friendship,
fly,
invisibility,
levitate,
protection from energy (fire only),
protection from evil and good,
protection from poison
Spell Scroll of Revivify
common
CCC-GAD01-01 Broken Blade (T2, 4h)
Show
Notes:
Spell Scroll of Revivify
This scroll contains a single Revivify spell
Sea Hag’s Cloak
uncommon
CCC-GAD01-01 Broken Blade (T2, 4h)
Show
Notes:
Sea Hag’s Cloak
(Cloak of the Manta Ray)
Wondrous item, uncommon
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.
This item is found on Magic Item Table B in the Dungeon Master’s Guide.
This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit
Selfaril’s Soul Gem
common
CCC-GAD01-01 Broken Blade (T2, 4h)
Show
Notes:
Selfaril’s Soul Gem
(Ruby of the War Mage)
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality
Manual of Quickness of Action
very_rare
CCC: Hulb
Show
Notes:
Manual of Quickness of Action
Wondrous Item, 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.
This item can be found in the Dungeon Masters Guide.
Gratitude of Brightstar Moonsilver
common
CCC: Hulb
Show
Notes:
Gratitude of Brightstar Moonsilver
For rescuing Brightstar, he is grateful and will serve as a mount for lawful good adventurers for three adventures. His stats are the standard unicorn stats found on page 294 of the Monster Manual.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Pearl of Power | uncommon | CCC-THENT01- 01 + 02 + 03 | CCC-THENT01- 01 + 02 + 03 | Show | ||
Notes:
Pearl of Power Wondrous item, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn. The pearl’s brilliant nacreous quality fades to almost black after being used, only to waken at the following dawn. |
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PERIAPT OF WOUND CLOSURE | uncommon | CCC-THENT01- 01 + 02 + 03 | Show | |||
Notes:
Consumable Wondrous item, uncommon (requires attunement) Silvered wings, like those of a hummingbird, hold between them a clear crystal. If the effect of the pendant occurs, the crystal takes on a deep red hue, which fades away at the next dawn. While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN | uncommon | CCC-THENT01- 01 + 02 + 03 | Show | |||
Notes:
INSTRUMENT OF THE BARDS : MACFUIRMIDH CITTERN Wondrous item, uncommon (requires attunement) This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the cittern has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil. |
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Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-HILL 1-1 | Show | |||
Notes:
Emerald Kidgloves (Gloves of Thievery) Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Goggles of Night | uncommon | Trade mit Kassandra im Abenteuer | Trade Log | Show | ||
Notes:
Goggles of Night Wondrous item, uncommon While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet |
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Pipe of Haunting | uncommon | Part Three – Broken Dreams Part Four – The Rotted Heart | Show | |||
Notes:
Uncommon Magic Item |
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Ruby of the War Mage | common | Part Three – Broken Dreams Part Four – The Rotted Heart | Show | |||
Notes:
Ruby of the War Mage Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Mithral Plate Armor | uncommon | Part Three – Broken Dreams Part Four – The Rotted Heart | Show | |||
Notes:
Mithral Plate Armor 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. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the bod Flavor Text: |
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Cloak of the Bat | rare | Part Three – Broken Dreams Part Four – The Rotted Heart | Show | |||
Notes:
Cloak of the Bat While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Gwa’thern Faln | rare | Part Three – Broken Dreams Part Four – The Rotted Heart | Show | |||
Notes:
Gwa’thern Faln |
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Instrument of the Bards (Doss Lute) | uncommon | Trade Log | Show | |||
Notes:
Instrument of the Bards (Doss Lute) Wondrous item, uncommon (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide. Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune. Animal friendship, fly, invisibility, levitate, protection from energy (fire only), protection from evil and good, protection from poison |
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Spell Scroll of Revivify | common | CCC-GAD01-01 Broken Blade (T2, 4h) | Show | |||
Notes:
Spell Scroll of Revivify This scroll contains a single Revivify spell |
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Sea Hag’s Cloak | uncommon | CCC-GAD01-01 Broken Blade (T2, 4h) | Show | |||
Notes:
Sea Hag’s Cloak This dark green cloak seems to be sewn together out of seaweed and kelp. Its wearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit |
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Selfaril’s Soul Gem | common | CCC-GAD01-01 Broken Blade (T2, 4h) | Show | |||
Notes:
Selfaril’s Soul Gem This jagged piece of ruby was once part of the gem that housed Selfaril Uoumdolphin’s soul. Even now it seems to hold a small piece of his vitality |
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Manual of Quickness of Action | very_rare | CCC: Hulb | Show | |||
Notes:
Manual of Quickness of Action |
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Gratitude of Brightstar Moonsilver | common | CCC: Hulb | Show | |||
Notes:
Gratitude of Brightstar Moonsilver |