Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Stone Plate +2
very_rare
I
DM Quest: Déjà Vu
Show
Periapt of Wound Closure (A)
uncommon
F
CCC-THENT-0102 Those That Dwell Beneath
Show
Notes:
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Silvered wings, like those of a hummingbird, hold between them a clear crystal. If the effect of the pendant occurs, the crystal takes on a deep red hue, which fades away at the next dawn.
Tome of Leadership and Influence (read)
very_rare
H
Trade Log
Show
Dread Helm
common
XGtE
CCC-BWM-003 - A Tale of Two Towers
Show
Notes:
This fearsome steel helm makes your eyes glow red while you wear it.
Shield +3
very_rare
H
Trade Log
Show
Staff of Power (A)
very_rare
H
Trade Log
Show
Notes:
Requires Attunement by a Sorcerer, Warlock, or Wizard
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges.
Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin — Damage:
10 ft. away or closer — 8 x the number of Charges in the staff
11 to 20 ft. away — 6 x the number of Charges in the staff
21 to 30 ft. away — 4 x the number of Charges in the staff
Ioun Stone of Leadership (A)
very_rare
H
DDAL09-16 Honors Unforseen
Show
Notes:
Wondrous item, very rare (requires attunement)
An Ioun stone named after Ioun, god of knowledge and prophecy revered on some worlds.
When you use an action to toss this stone 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.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. This item is found in the Dungeon Master’s Guide.
Carpet of Flying 5x7ft
very_rare
H
CCC-GOC-01-03 Winds of Rot
Show
Notes:
Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
40 feet - 600 lb.
Figurine of Wonderous Power (Serpentine Owl)
uncommon
F
CCC-SVH-01-01 Dawn of the Raven Lord
Show
Notes:
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Ptahrek’s Glaive (Vicious Weapon)
rare
G
CCC-SVH-01-02 Raven Lord’s Aerie
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Notes:
Weapon, rare
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapons type.
The blade of this weapon is made into that of a stylized black raven feather. The wielder of the weapon has the sensation of flying whenever they close their eyes.
Rod of Absorption
very_rare
H
CCC-SVH-01-03 Vault of the Raven Lord
Show
Notes:
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Horn of Valhalla (Brass)
rare
G
CCC-GAD02-03 Arena of Champions
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
Greatsword + 3
very_rare
H
DDEX3-4 It’s All in the Blood
Show
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.
Ioun Stone of Regeneration
legendary
I
DDEX3-4 It’s All in the Blood
Show
Notes:
You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Stone Plate +2 | very_rare | I | DM Quest: Déjà Vu | Show | ||
Periapt of Wound Closure (A) | uncommon | F | CCC-THENT-0102 Those That Dwell Beneath | Show | ||
Notes:
Periapt of Wound Closure Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of Your Turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Silvered wings, like those of a hummingbird, hold between them a clear crystal. If the effect of the pendant occurs, the crystal takes on a deep red hue, which fades away at the next dawn. |
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Tome of Leadership and Influence (read) | very_rare | H | Trade Log | Show | ||
Dread Helm | common | XGtE | CCC-BWM-003 - A Tale of Two Towers | Show | ||
Notes:
This fearsome steel helm makes your eyes glow red while you wear it. |
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Shield +3 | very_rare | H | Trade Log | Show | ||
Staff of Power (A) | very_rare | H | Trade Log | Show | ||
Notes:
Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff |
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Ioun Stone of Leadership (A) | very_rare | H | DDAL09-16 Honors Unforseen | Show | ||
Notes:
Wondrous item, very rare (requires attunement) An Ioun stone named after Ioun, god of knowledge and prophecy revered on some worlds. |
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Carpet of Flying 5x7ft | very_rare | H | CCC-GOC-01-03 Winds of Rot | Show | ||
Notes:
Wondrous Item, very rare You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it. The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers. 40 feet - 600 lb. |
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Figurine of Wonderous Power (Serpentine Owl) | uncommon | F | CCC-SVH-01-01 Dawn of the Raven Lord | Show | ||
Notes:
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. |
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Ptahrek’s Glaive (Vicious Weapon) | rare | G | CCC-SVH-01-02 Raven Lord’s Aerie | Show | ||
Notes:
Weapon, rare When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapons type. The blade of this weapon is made into that of a stylized black raven feather. The wielder of the weapon has the sensation of flying whenever they close their eyes. |
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Rod of Absorption | very_rare | H | CCC-SVH-01-03 Vault of the Raven Lord | Show | ||
Notes:
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy – not the spell itself – is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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Horn of Valhalla (Brass) | rare | G | CCC-GAD02-03 Arena of Champions | Show | ||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide. This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. |
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Greatsword + 3 | very_rare | H | DDEX3-4 It’s All in the Blood | Show | ||
Notes:
This greatsword's blade is fashioned from obsidian. Carved into it are dwarven battle chants. It smolders and radiates heat whenever it strikes a giant. |
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Ioun Stone of Regeneration | legendary | I | DDEX3-4 It’s All in the Blood | Show | ||
Notes:
You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. |