Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Greatsword +2
rare
Service Rewards
Service Rewards
Show
Notes:
Weapon (Greatsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Belt of Dwarvenkind
rare
DDEX2-4
Service Rewards 50th Anniversary
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.
Gem of Seeing
rare
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Show
Notes:
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Berserker Axe
rare
DDHC-TYP - Tomb of Horrors
DDHC-TYP - Tomb of Horrors
Show
Notes:
Weapon (Greataxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Bronze Griffon Figurine of Wondrous Power
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
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.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare (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 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 instrument 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Rooster (Wand of Wonder)
rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.
This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.
If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
Cape of the Mountebank
rare
DDAL-DRW05 Uncertain Scrutiny
DDAL-DRW05 Uncertain Scrutiny
Show
Notes:
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Vicious Greataxe
rare
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
7 lb.
1d12 Slashing
Heavy, Two‑Handed
Mastery: Cleave
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Vicious Greatsword
rare
Hoard of Tiamat
DDHC-ToD-17 Tiamats Return
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Pisonic Passkey (Chime of Opening)
rare
FR-DC-MIND-01 Mindflayed Adventures
FR-DC-MIND-01 Mindflayed Adventures
Show
Notes:
Wondrous item, rare
1 lb.
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Bag of Beans (8 Beans)
rare
Traded
Trade Log
Show
Notes:
Wondrous item, rare
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly.
1d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
02-10 A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.
11-20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
21-30 An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with green flames springs forth and burns for 24 hours or until it is extinguished.
41-50 Three Shrieker Fungi sprout.
51-60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke.
61-70 A hungry Bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion.
91-95 A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.
96-00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or another plane of existence.
Moon-Touched Longsword
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
Trade Log
Show
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Crown of the Night Sky (Circlet of Blasting)
uncommon
Camp of the frozen humanoids
DC-PoA DES-05A Land of Ice and Snow
Show
Notes:
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.
This crown was crafted by the skilled artisans of the Vale of Frost, both for its beauty and to help Sharaea find her way to the Prince of Frost when she is ready. The wearer as an action can magically locate north, the direction in which one can find the Vale of Frost.
This crown is constructed from a black crystal, upon which you can see a star field in motion. When worn, the tiara acts as an arcane focus. The rays fired by it resemble shooting stars.
Serpent Scale Armor
uncommon
CCC-TRI-15
Service Rewards 50th Anniversary
Show
Notes:
Medium armor (scale mail), uncommon
45 lb.
AC 14 + Dex
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Gray Bag of Tricks
uncommon
Morphinas Gift
DC-PoA DES-05D "Rebuild All Your Ruins"
Show
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
CREATURES (roll 1d8):
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk
Periapt of Wound Closure
uncommon
DDHC-TYP-3
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Alchemy Jug
uncommon
Bar Keepers gift for stopping the fight
DC-POA DES-05C We Calmed the Tides of War
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
It is initally filled with mead from Good Mead.
Amulet of the Devout +1
uncommon
Level 5 Magic Item
Service Rewards
Show
Notes:
Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Name | Rarity ▼ | Location | Table | Result | Source | |
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Greatsword +2 | rare | Service Rewards | Service Rewards | Show | ||
Notes:
Weapon (Greatsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Belt of Dwarvenkind | rare | DDEX2-4 | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. |
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Gem of Seeing | rare | DDHC-TYP - Tomb of Horrors | DDHC-TYP - Tomb of Horrors | Show | ||
Notes:
Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Berserker Axe | rare | DDHC-TYP - Tomb of Horrors | DDHC-TYP - Tomb of Horrors | Show | ||
Notes:
Weapon (Greataxe), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. |
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Bronze Griffon Figurine of Wondrous Power | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | 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. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare (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 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 instrument 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Rooster (Wand of Wonder) | rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide. This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already. If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. |
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Cape of the Mountebank | rare | DDAL-DRW05 Uncertain Scrutiny | DDAL-DRW05 Uncertain Scrutiny | Show | ||
Notes:
Wondrous item, rare When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn. |
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Vicious Greataxe | rare | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
Notes:
Weapon, rare Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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Vicious Greatsword | rare | Hoard of Tiamat | DDHC-ToD-17 Tiamats Return | Show | ||
Notes:
Weapon, rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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Pisonic Passkey (Chime of Opening) | rare | FR-DC-MIND-01 Mindflayed Adventures | FR-DC-MIND-01 Mindflayed Adventures | Show | ||
Notes:
Wondrous item, rare |
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Bag of Beans (8 Beans) | rare | Traded | Trade Log | Show | ||
Notes:
Wondrous item, rare If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table or determine it randomly. 1d100 Effect |
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Moon-Touched Longsword | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | Trade Log | Show | ||
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Crown of the Night Sky (Circlet of Blasting) | uncommon | Camp of the frozen humanoids | DC-PoA DES-05A Land of Ice and Snow | Show | ||
Notes:
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. This crown was crafted by the skilled artisans of the Vale of Frost, both for its beauty and to help Sharaea find her way to the Prince of Frost when she is ready. The wearer as an action can magically locate north, the direction in which one can find the Vale of Frost. This crown is constructed from a black crystal, upon which you can see a star field in motion. When worn, the tiara acts as an arcane focus. The rays fired by it resemble shooting stars. |
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Serpent Scale Armor | uncommon | CCC-TRI-15 | Service Rewards 50th Anniversary | Show | ||
Notes:
Medium armor (scale mail), uncommon |
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Gray Bag of Tricks | uncommon | Morphinas Gift | DC-PoA DES-05D "Rebuild All Your Ruins" | Show | ||
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. CREATURES (roll 1d8): |
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Periapt of Wound Closure | uncommon | DDHC-TYP-3 | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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Alchemy Jug | uncommon | Bar Keepers gift for stopping the fight | DC-POA DES-05C We Calmed the Tides of War | Show | ||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. It is initally filled with mead from Good Mead. |
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Amulet of the Devout +1 | uncommon | Level 5 Magic Item | Service Rewards | Show | ||
Notes:
Wondrous item, uncommon (+1) (requires attunement by a cleric or paladin) This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |