Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Dragon Scale Mail (Red) very_rare Trade Log Show
Notes:

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Notes: Bonus: Armor Class, Resistance: Fire, Advantage: Saving Throws, Detection, Combat, Warding, Stealth Disadvantage

Ordine Sage’s Robes (Robe of Useful Items) uncommon CCC-TAROT- 01-01 Awakeing of Fates Show
Notes:

This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:

• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll
• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Tentacle Rod rare CCC-GHC-BK1-03_The_Darkest_Knight Show
Notes:

Tentacle Rod
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.

Cloak of many Fashions (Wondrous Item, common) common Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Show
Notes:

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.

Figurine of wondrous Power (Wondrous Item, rare) rare Potion, uncommon You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Show
Notes:

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 (Rare). 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.

Amulet of Health rare ccc-ghc-bk1-09-scavengers Show
Notes:

Amulet of Health (Wondrous item, rare (requires attunement))
This pearl-studded amulet is also a magical compass. The wielder can use an action to learn which way is north.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.

Dust of Dissappearance uncommon SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) Show
Notes:

Dust of Dissappearance
Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Morning Star +2 rare SJ-DC-AMAK-03: The Feast of the Devoured (Teil 1&Teil2) Show
Notes:

Morning Star +2
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Longsword +1 uncommon DM Reward !!TO EDIT!! Show
Shield, +2 rare DM Reward !!TO EDIT!! Show
Notes:

Shield, +2
Armor (Shield), Rare
In Equipment
Customize
Armor Class:
+4
Weight:
6lb.

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Ring of Regeneration very_rare SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) Show
Notes:

Ring of Regeneration
Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within (T3, 2x ~3 h) Show
Notes:

Horn of Silent Alarm
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.

Dwarven Plate very_rare Trade Log Show
Notes:

Dwarven Plate
Armor (plate), very rare
Armor Class: 20
Weight: 65lb.

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Decanter of endless Water uncommon Trade Log Show
Notes:

Decanter of Endless Water
Wondrous Item, uncommon

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.

Animated Shield very_rare DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Animated Shield
Armor (shield), very rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Ring of Acid Resistance rare DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Ring of Acid Resistance
Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Wand of Secrets uncommon DDHC-CM-16 Alkazaar's Appendix 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.

Notes: Detection

Sword of Vengeance uncommon DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Sword of Vengeance
Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Adamantine Chain Shirt uncommon DDHC-CM-16 Alkazaar's Appendix Show
Notes:

Adamantine Chain Shirt
Armor (chain shirt), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Notes: Immunity: Critical Hits, Combat, Warding

Bag of Tricks (Gray) uncommon F CCC-GHC-BK1-09 Scavengers Show
Notes:

This pouch feels like it has been constructed of a fine rabbit pelt.
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. See the Monster Manual for the creature's statistics.

Bag of Tricks (Gray)

d8 Creature
1 Weasel

2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

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.
This item can be found in the Dungeon Master’s Guide.