Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Immovable Rod uncommon CCC-ARCANA 01 The Phantom Pursuit Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Guardian Emblem uncommon SJ-DC-MB06-ATFT A Taste For Trouble Show
Notes:

Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.

This item is a tortle family relic, handed down from generation to generation. It was crafted from toenails of an ancient tortle ancestor.

Unbreakable The item can’t be broken. Special means must be used to destroy it.

Ring of Jumping uncommon Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Lantern of Revealing uncommon From Gunther / Kart CCC-RPSG-04 The Waystop Show
Notes:

Wondrous Item, uncommon
The glass of this battered, old carriage lamp is soot-stained, and serveral large, spidery cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, though this does not hamper its actual functions.
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an Action to lower the hood, reducing the light to dim light in a 5-foot radius.

Smokepowder uncommon SJ-DC-HAM01 Hamster Missing! SJ-DC-HAM01 Hamster Missing! Show
Notes:

Wondrous item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.

Eldritch Claw Tattoo uncommon SJ-DC-HAM01 Hamster Missing! SJ-DC-HAM01 Hamster Missing! Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)
The Eldritch Maul look like Giant Hamster Paws.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.