Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Ward of the Martyr
uncommon
Session Reward
CCC-TAROT-0103 A Martyred Heart
Show
Notes:
Wondrous Item, uncommon
This periapt of health takes the form of a pair of silver bound hands on a rope made of the hair of penitents. A priest of Ilmater may use it as a holy symbol.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Thenturian Circlet (Circlet of Blasting)
uncommon
Endreward
CCC-TAROT-0107 The Seat of the Ruler
Show
Notes:
Wondrous Item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide.
Dragonhide Belt, +1
uncommon
Level 5 Reward
CCC-TAROT-0107 The Seat of the Ruler
Show
Notes:
Wondrous Item, uncommon (+1), rare (+2), or very rare (+3) (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Elemental Essence Shard
rare
Blood Door
SJ-DC-YZ–02–04–The Dark Dome
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun.
Kette des Gefallenen (Chain of Mending)
common
Cave of Horrors
SJ-DC-YZ–02–04–The Dark Dome
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common
You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed.
Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel
Rope of Mending
common
Storage Room
SJ-DC-AFA-01 The Cold Gate
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Minor Property: Wicked
When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
Bracers of Defense
rare
Endreward
Trade Log
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Wondrous Item, rare (requires attunement) Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
Quarterstaff +2
rare
Pillar support
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
Show
Notes:
Weapon, rare
Simple weapon, melee weapon
4 lb.
1d6 magical bludgeoning - versatile (1d8)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Versatile:
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
Instrument of Scribing
common
Enemy
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
Show
Notes:
Wondrous item, Instrument, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you.
The message can be up to six words long and is written in a language you know.
If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness.
Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.
Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
- Dieses Instrument scheint aus den Flammen der Höllen selbst gewirkt worden zu sein und wirkt stets warm auf den Spieler, klamme Finger sind mit dieser Guitarre Vergangenheit!
Portable Hole
rare
CCC-COS-01 The Only Way to be Sure
Show
Notes:
Wondrous item, rare, Table D
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. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.
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. This item is found in the Dungeon Master’s Guide.
Stout (+2 Longsword)
rare
Endreward
G
CCC-GHC-BK1-05 For the Glory of Bloutar!
Show
Notes:
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls
made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Spellwrought Tattoo of Pass without a trace
uncommon
Price
SJ-DC 00 ROTU Recesses of the Unknown
Show
Notes:
Wondrous Item (tattoo), Uncommon <-- is a Consumable
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
This item is found in the Tasha’s Cauldron of Everything, pg. 135
Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly)
rare
SJ-DC 00 ROTU Recesses of the Unknown
Show
Notes:
Wondrous Item, rare
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.
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.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Horn of Silent Alarm (Guardian Property)
common
Celestial gift
SJ-DC 01 ROTU Recesses of the Unknown
Show
Notes:
Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Astromancy Archive (Guardian Property)
rare
Mind Flayer
SJ-DC 01 ROTU Recesses of the Unknown
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
The blood red orb pulses and whispers slurping tentacle noises in the bearer’s mind when it senses danger, granting +2 initiative.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Tasha’s Cauldron of Everything
Wand of Fireballs (Temperate)
rare
SJ-DC ROTU 02 Prelude to Finality
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 ashes and is destroyed.
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
This item is found in the Basic Rules, pg. 210.
Wand of Secrets
uncommon
Trade Log
Show
Notes:
Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. This item is found on Magic Item Table B in the Dungeon Master’s Guide.
By whispering a secret to themselves that they have never told anyone, the owner can cause the tip of this wand to glow with light equal to a candle.
Lantern of Revealing
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
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 in 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 feet radius.
White Absorbing Tattoo
very_rare
SJ-DC ROTU 03 Hubris of Gods
Show
Notes:
Wondrous Item (tattoo), very rare (requires attunement)
Produced by a special needle, this magic tattoo features designs that emphasize one color.
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.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color (white = force damage).
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
Bracers of Defense
rare
DDAL-DRW14 The City That Should Not Be
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Ward of the Martyr | uncommon | Session Reward | CCC-TAROT-0103 A Martyred Heart | Show | ||
Notes:
Wondrous Item, uncommon |
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Thenturian Circlet (Circlet of Blasting) | uncommon | Endreward | CCC-TAROT-0107 The Seat of the Ruler | Show | ||
Notes:
Wondrous Item, uncommon |
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Dragonhide Belt, +1 | uncommon | Level 5 Reward | CCC-TAROT-0107 The Seat of the Ruler | Show | ||
Notes:
Wondrous Item, uncommon (+1), rare (+2), or very rare (+3) (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. |
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Elemental Essence Shard | rare | Blood Door | SJ-DC-YZ–02–04–The Dark Dome | Show | ||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) |
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Kette des Gefallenen (Chain of Mending) | common | Cave of Horrors | SJ-DC-YZ–02–04–The Dark Dome | Show | ||
Notes:
Source: Xanathar's Guide to Everything |
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Rope of Mending | common | Storage Room | SJ-DC-AFA-01 The Cold Gate | Show | ||
Notes:
Wondrous item, common |
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Bracers of Defense | rare | Endreward | Trade Log | Show | ||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Wondrous Item, rare (requires attunement) Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. |
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Quarterstaff +2 | rare | Pillar support | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | Show | ||
Notes:
Weapon, rare Minor Property: Unbreakable |
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Instrument of Scribing | common | Enemy | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | Show | ||
Notes:
Wondrous item, Instrument, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Compose a Tune. Musical Instrument Minor Property: Strange Material |
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Portable Hole | rare | CCC-COS-01 The Only Way to be Sure | Show | |||
Notes:
Wondrous item, rare, Table D |
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Stout (+2 Longsword) | rare | Endreward | G | CCC-GHC-BK1-05 For the Glory of Bloutar! | Show | |
Notes:
Weapon (longsword), rare, Table G |
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Spellwrought Tattoo of Pass without a trace | uncommon | Price | SJ-DC 00 ROTU Recesses of the Unknown | Show | ||
Notes:
Wondrous Item (tattoo), Uncommon <-- is a Consumable |
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Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) | rare | SJ-DC 00 ROTU Recesses of the Unknown | Show | |||
Notes:
Wondrous Item, rare Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. |
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Horn of Silent Alarm (Guardian Property) | common | Celestial gift | SJ-DC 01 ROTU Recesses of the Unknown | Show | ||
Notes:
Wondrous Item, Common Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Astromancy Archive (Guardian Property) | rare | Mind Flayer | SJ-DC 01 ROTU Recesses of the Unknown | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. This item is found in the Tasha’s Cauldron of Everything |
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Wand of Fireballs (Temperate) | rare | SJ-DC ROTU 02 Prelude to Finality | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This item is found in the Basic Rules, pg. 210. |
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Wand of Secrets | uncommon | Trade Log | Show | |||
Notes:
Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. This item is found on Magic Item Table B in the Dungeon Master’s Guide. |
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Lantern of Revealing | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon |
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White Absorbing Tattoo | very_rare | SJ-DC ROTU 03 Hubris of Gods | Show | |||
Notes:
Wondrous Item (tattoo), very rare (requires attunement) Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color (white = force damage). Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn. Harmonious. Attuning to this item takes only 1 minute. |
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Bracers of Defense | rare | DDAL-DRW14 The City That Should Not Be | Show | |||
Notes:
Wondrous Item, Rare (Requires Attunement) |