Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Pipes of the Sewers
uncommon
Carnival
DDEX3-6 No Foolish Matter
Show
Notes:
these pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called "Maedra's Home."
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
Hat of Vermin
common
Gather information guest
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.
Spell Scroll of Greater Restoration
rare
Purchase Log
Show
Dread Helm
common
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Wondrous item, common
This fearsome carved jack-o-lantern fits over your head. It makes your eyes glow yellow while you wear it.
Glamour Studded Leather
rare
Trade Log
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Tome of Leadership and Influence
very_rare
Trade Log
Show
Anstruth Harp
very_rare
Trade Log
Show
Notes:
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. 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.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.
Ioun stone of Mastery
legendary
twice as nice for half the price
Trade Log
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your proficiency bonus increases by 1 while this pale green prism orbits your head.
blade of the Medusa
very_rare
Trade Log
Show
Notes:
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Vorpal Longsword
legendary
DDAL 00-12d A Devil's Song w/extra Infernal Encounters
Show
Cubic Gate
legendary
DDAL08-17 The Tower of Ahghairon
Show
Notes:
Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of Alzhedo. The six sides are keyed to: the Prime Material, the Elemental Plane of Fire, the Nine Hells, the Far Realm, the Outlands, and Arborea.
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Skyfist
very_rare
Trade Log
Show
Notes:
Skyfist (Dwarven Thrower) Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in soft green dragonskin leather. Affixed to an iron ring in the pommel is a strip of tattered (but indestructible), blood-stained parchment inscribed with a Dwarven battle canticle. When used in battle, the hammer reads the canticle aloud in a deep, resonating voice audible within 30 feet of the Weapon.
+1 Rhythm-Maker's Drum
common
Renown
Show
Notes:
Wondrous item, instrument, uncommon (requires attunement by a bard)
3 lb.
While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
+1 Scimitar
uncommon
Trade Log
Show
| Name | Rarity | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|
| Pipes of the Sewers | uncommon | Carnival | DDEX3-6 No Foolish Matter | Show | ||
|
Notes:
these pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called "Maedra's Home." Wondrous item, uncommon (requires attunement) |
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| Hat of Vermin | common | Gather information guest | 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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| Spell Scroll of Greater Restoration | rare | Purchase Log | Show | |||
| Dread Helm | common | CCC-BWM-003 A Tale of Two Towers | Show | |||
|
Notes:
Wondrous item, common This fearsome carved jack-o-lantern fits over your head. It makes your eyes glow yellow while you wear it. |
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| Glamour Studded Leather | rare | Trade Log | Show | |||
|
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. |
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| Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
| Anstruth Harp | very_rare | Trade Log | Show | |||
|
Notes:
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. 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. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns. |
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| Ioun stone of Mastery | legendary | twice as nice for half the price | Trade Log | Show | ||
|
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your proficiency bonus increases by 1 while this pale green prism orbits your head. |
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| blade of the Medusa | very_rare | Trade Log | Show | |||
|
Notes:
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. Curse: This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. |
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| Vorpal Longsword | legendary | DDAL 00-12d A Devil's Song w/extra Infernal Encounters | Show | |||
| Cubic Gate | legendary | DDAL08-17 The Tower of Ahghairon | Show | |||
|
Notes:
Created by the wizard Hilather, the six sides of this cube are covered in characters from the language of Alzhedo. The six sides are keyed to: the Prime Material, the Elemental Plane of Fire, the Nine Hells, the Far Realm, the Outlands, and Arborea. This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. |
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| Skyfist | very_rare | Trade Log | Show | |||
|
Notes:
Skyfist (Dwarven Thrower) Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in soft green dragonskin leather. Affixed to an iron ring in the pommel is a strip of tattered (but indestructible), blood-stained parchment inscribed with a Dwarven battle canticle. When used in battle, the hammer reads the canticle aloud in a deep, resonating voice audible within 30 feet of the Weapon. |
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| +1 Rhythm-Maker's Drum | common | Renown | Show | |||
|
Notes:
Wondrous item, instrument, uncommon (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. |
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| +1 Scimitar | uncommon | Trade Log | Show | |||
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result ▼
Source
robe of useful items
uncommon
1
B
96
CCC-KUMORI-0102 Wretches
Show
Notes:
This robe has cloth patches of various shapes and colors 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.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
d100 — Patch:
01-08 — Bag of 100 gp
09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 — 10 gems worth 100 gp each
31-44 — Wooden Ladder (24 feet long)
45-51 — A Riding Horse with saddle bags (see the Monster Manual for statistics)
52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 — 4 potions of Healing
69-75 — Rowboat (12 feet long)
76-83 — Spell Scroll containing one spell of 1st to 3rd level
84-90 — 2 mastiffs (see the Monster Manual for statistics)
91-96 — Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00 — Portable ram
results:12 extra patches: 48, 13, 62, 95, 25, 53, 29, 84,76, 67, 30, 89
used all gold ones
| Name | Rarity | Tier | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|---|
| robe of useful items | uncommon | 1 | B | 96 | CCC-KUMORI-0102 Wretches | Show | |
|
Notes:
This robe has cloth patches of various shapes and colors 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. The robe has two of each of the following patches: • Dagger • Bullseye lantern (filled and lit) • Steel mirror • 10-foot pole • Hempen rope (50 feet, coiled) • Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. d100 — Patch: 01-08 — Bag of 100 gp 09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23-30 — 10 gems worth 100 gp each 31-44 — Wooden Ladder (24 feet long) 45-51 — A Riding Horse with saddle bags (see the Monster Manual for statistics) 52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60-68 — 4 potions of Healing 69-75 — Rowboat (12 feet long) 76-83 — Spell Scroll containing one spell of 1st to 3rd level 84-90 — 2 mastiffs (see the Monster Manual for statistics) 91-96 — Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97-00 — Portable ram results:12 extra patches: 48, 13, 62, 95, 25, 53, 29, 84,76, 67, 30, 89 used all gold ones |
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