Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Crusading Shortsword very_rare DDHC-CoS Curse of Strahd Show
Notes:

rarity? This is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:
- The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
- - A lawful good creature can attune itself to the sword in 1 minute.
- - While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.

Deck of Illusions uncommon DDHC-CoS Curse of Strahd Show
Notes:

Wondrous item, uncommon (NOTE: The GM has access to a deck of tokens for this item.) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. 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 of one or more creatures 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 (as presented in the Monster Manual), 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 its 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 then 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 can’t be used again. Playing Card Illusion Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus Jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag Jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll Two of diamonds Kobold Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes Jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc Two of clubs Kobold Jokers (2) You (the deck’s owner)

Plate +2 very_rare DDHC-CoS Curse of Strahd Show
Notes:

Sergejs Armor

Half Plate Armor +1 (Made of Bones) rare CCC-TRI-06 Haggard Heroes Show
Notes:

Half Plate Armor +1
Armor (medium), rare

You have a +1 bonus to AC while wearing this armor.
Half Plate. Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment

Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.

AC: 16 + Dex modifier (max 2)
Stealth: Disadvantage
Weight: 40

Tentacle Rod common Mindflyer Billiard Cue CCC-GHC-BK1-03 The Darkest Knight Show
Notes:

Rod, rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.