Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Censer of Controlling Air Elementals
rare
Djin
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Studded Leather Armor +1 mit Guardian
rare
Bruder der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Studded Leather Armor +1 (rare)
This Studded Leather Armor is made from black Leather and harmless metal spikes.
You have a +1 bonus to AC while wearing this armor.
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Mithral Plate Armor
uncommon
Boss raum
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
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 body.
Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
The Red Death (guardian boots of speed)
rare
Belohnung vom Graf
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:
Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”
Cloak of Many Fashions
common
Ankleidezimmer Schrank
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Talon's hood (sentinel hat of Vermin)
common
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it.
Ring of Free Action
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Ring, major tier, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Breastplate +1(Medium Armor)
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Medium armor, major tier, rare
20 lb.
AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Spell Scroll: Speak with Plants
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
3rd-level transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spell Scroll: Gust of Wind
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
2nd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Spell Scroll: Control Water
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood.
You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water.
You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow.
You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool.
This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Crossbow Bolts +2 (12 Bolts)
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Helm of Underwater Action
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Folding Boat
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Wondrous item, minor tier, rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Metal Baton with Continual Flame
unique
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Continual Flame Enchantment:
A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Bracers of Archery
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Alchemy Jug
uncommon
DDHC-CM-Zikran’s Zephyrean Tome
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.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Keoghtom's Ointment
uncommon
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
consumabal 2
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Elemental Essence Shard with Guardian
rare
SJ-DC-LEGIT-SB-01 Fire Thieves
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.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Air: You can immediately fly up to 60 feet without provoking opportunity attacks.
Guardian: The item whispers warnings to its bearer,
granting a +2 bonus to initiative
if the bearer isn't incapacitated.
This item can be found in Tasha's Cauldron of Everything (TCE).
A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape.
Cloak of the Bat
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
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.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Censer of Controlling Air Elementals | rare | Djin | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Studded Leather Armor +1 mit Guardian | rare | Bruder der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Studded Leather Armor +1 (rare) This Studded Leather Armor is made from black Leather and harmless metal spikes. Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Mithral Plate Armor | uncommon | Boss raum | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Heavy armor, minor tier, uncommon 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 body. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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The Red Death (guardian boots of speed) | rare | Belohnung vom Graf | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated: Flavour Text: • “No one can outrun pain.” • “A dark path to run…” • I was the fastest fey alive…” • “It’s impossible to be everywhere at once.” • “You can’t turn back the clock.” |
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Cloak of Many Fashions | common | Ankleidezimmer Schrank | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Wondrous Item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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Talon's hood (sentinel hat of Vermin) | common | WBW-DC-VMT-02 Court of the Owl King | Show | |||
Notes:
Wondrous Item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it. |
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Ring of Free Action | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Ring, major tier, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
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Breastplate +1(Medium Armor) | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Medium armor, major tier, rare 20 lb. AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. |
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Spell Scroll: Speak with Plants | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
3rd-level transmutation You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. |
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Spell Scroll: Gust of Wind | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
2nd-level evocation A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. |
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Spell Scroll: Control Water | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
4th-level transmutation Flood. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. Redirect Flow. Whirlpool. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. |
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Crossbow Bolts +2 (12 Bolts) | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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Folding Boat | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Wondrous item, minor tier, rare 4 lb. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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Metal Baton with Continual Flame | unique | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Continual Flame Enchantment: A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |
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Bracers of Archery | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
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Alchemy Jug | uncommon | DDHC-CM-Zikran’s Zephyrean Tome | 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. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. Liquid Max Amount |
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Keoghtom's Ointment | uncommon | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
consumabal 2 Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
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Elemental Essence Shard with Guardian | rare | SJ-DC-LEGIT-SB-01 Fire Thieves | 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. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Air: You can immediately fly up to 60 feet without provoking opportunity attacks. Guardian: The item whispers warnings to its bearer, This item can be found in Tasha's Cauldron of Everything (TCE). A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape. |
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Cloak of the Bat | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
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. |