Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Potion of Vitality
very_rare
DDHC-KftGV-01 The Murkmire Malevolence
DDHC-KftGV-01 The Murkmire Malevolence
Show
Notes:
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable
Bag of Tricks (Grau)
uncommon
Berem Callun
Trade Log
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.
Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant Elk
Mask of the Beast
uncommon
CCC-GHC-BK03-02 The Girl with the wet Nose
Show
Notes:
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
Hat of Vermin
common
CCC-GHC-BK03-02 The Girl with the wet Nose
Show
Notes:
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.
Potion of Fire Breath
uncommon
CCC-ARCON01-03 Pharmacist Wanted
Show
Notes:
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.
This version smells vaguely of thyme, though have a bitter aftertaste.
Decanter of Endless Water
uncommon
CCC-ARCON01-03 Pharmacist Wanted
Show
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.
Choose from the following options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.
Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.
Shield +1
uncommon
Item Lev 5
Downtime
Show
Notes:
Subclass change to Artillerist
Stone of Good Luck
uncommon
Keys of the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Driftglobe
uncommon
Keys of the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Boots of Striding and Springing
uncommon
Keys of the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Cloak of Displacement
rare
Golden Vault Reward
Keys of the Golden Vault - 5 - Tockworth's Clockworks
Show
Notes:
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Potion of Vitality | very_rare | DDHC-KftGV-01 The Murkmire Malevolence | DDHC-KftGV-01 The Murkmire Malevolence | Show | ||
Notes:
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable |
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Bag of Tricks (Grau) | uncommon | Berem Callun | Trade Log | 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. Gray Bag of Tricks |
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Mask of the Beast | uncommon | CCC-GHC-BK03-02 The Girl with the wet Nose | Show | |||
Notes:
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. |
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Hat of Vermin | common | CCC-GHC-BK03-02 The Girl with the wet Nose | Show | |||
Notes:
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. |
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Potion of Fire Breath | uncommon | CCC-ARCON01-03 Pharmacist Wanted | Show | |||
Notes:
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. This item is found in Magic Item Table C in the Dungeon Master’s Guide. This version smells vaguely of thyme, though have a bitter aftertaste. |
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Decanter of Endless Water | uncommon | CCC-ARCON01-03 Pharmacist Wanted | Show | |||
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. |
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Shield +1 | uncommon | Item Lev 5 | Downtime | Show | ||
Notes:
Subclass change to Artillerist |
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Stone of Good Luck | uncommon | Keys of the Golden Vault - 5 - Tockworth's Clockworks | Show | |||
Notes:
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Driftglobe | uncommon | Keys of the Golden Vault - 5 - Tockworth's Clockworks | Show | |||
Notes:
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Boots of Striding and Springing | uncommon | Keys of the Golden Vault - 5 - Tockworth's Clockworks | Show | |||
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Cloak of Displacement | rare | Golden Vault Reward | Keys of the Golden Vault - 5 - Tockworth's Clockworks | Show | ||
Notes:
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |