Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Staff of Striking (A)
very_rare
H
DDHC-TOA-1 Tomb of Annihilation (2)
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Tomb of Annihilation Only:
The staff of striking found in area S19 has an additional effect: any character who attunes to it transforms into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over the cursed character's body. After 24 hours, the character's eyes become goat-like, and stumpy horns sprout from the brow. On the last day, the character's fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent the character from wielding weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse restores the character's original appearance, but only a wish spell can rid the staff of its power to transform those who attune to it.
Rapier +1
uncommon
F
DDEX3-02 Shackles of Blood
Show
Notes:
Weapon (rapier), uncommon
This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs.
Portable Hole
rare
G
CCC-CNE-01-The-Treasure-Beneath
Show
Notes:
which Dardur claims was crafted during Northkeep’s prime magical era. This item constantly whispers about the glories of Northkeep when the city was in its prime.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an Action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an Action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any Creatures or Objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an Action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The Gate originates where the one item was placed inside the other. Any creature within 10 feet of The Gate is sucked through it and deposited in a random Location on the Astral Plane. The Gate then closes. The Gate is one-way only and can’t be reopened.
Pole of Collapsing
common
XGtE
Charaktererstellung
Show
Notes:
Wondrous item, common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Pole of Angling
common
XGtE
CCC-CNE-01-The-Treasure-Beneath
Show
Notes:
While holding this 10-foot pole, you can speak a command phrase, “Hook, Line, and Sinker” and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command phrase again changes the fishing pole back into a normal 10-foot pole
Pixie winged boots
uncommon
F
DDAL00-03 Those That Came Before
Show
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots.
Orb of Direction
common
XGtE
CCC-CNE-01-The-Treasure-Beneath
Show
Notes:
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Insignia of Claws
uncommon
Trade Log
Show
Notes:
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Source: Hoard of the Dragon Queen, page 94
Folding Boat
rare
CCC-CNE-02 Before The Hatch
Show
Notes:
Folding Boat
Wondrous Item, Rare
A small box covered in tribal symbols of an ancient Orc Clan.This boat comes with command words written in orcish. The Boat came with a letter with this written in Orcish:
Commands:
Cut through the waves with great speed
Break the waters with your might
Rest and be free
Dragonhide Belt +1 (A)
uncommon
FTD
Purchase Log
Show
Notes:
Wondrous Item, uncommon (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Cloak of the Bat Cloak
rare
G
CCC-CNE-03 Into The Depths
Show
Notes:
Wonderous, rare (requires attunement)
This cloak is made from a black leathery material, but feels much lighter. A creature who is attuned to this item finds their voice become gravelly and husky. They speak deeply and have a constant urge to hide their true identity from the world.
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Striking (A) | very_rare | H | DDHC-TOA-1 Tomb of Annihilation (2) | Show | ||
Notes:
Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Tomb of Annihilation Only: The staff of striking found in area S19 has an additional effect: any character who attunes to it transforms into a goat-humanoid hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur begins to grow all over the cursed character's body. After 24 hours, the character's eyes become goat-like, and stumpy horns sprout from the brow. On the last day, the character's fingers and toes meld into double digits, and the horns grow to full length. This transformation doesn't prevent the character from wielding weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse restores the character's original appearance, but only a wish spell can rid the staff of its power to transform those who attune to it. |
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Rapier +1 | uncommon | F | DDEX3-02 Shackles of Blood | Show | ||
Notes:
Weapon (rapier), uncommon This weapon weighs half as much as a normal rapier and is fashioned of dark blue metal inscribed with images of spiders and webs. |
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Portable Hole | rare | G | CCC-CNE-01-The-Treasure-Beneath | Show | ||
Notes:
which Dardur claims was crafted during Northkeep’s prime magical era. This item constantly whispers about the glories of Northkeep when the city was in its prime. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an Action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an Action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any Creatures or Objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an Action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a Bag of Holding, Heward’s Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The Gate originates where the one item was placed inside the other. Any creature within 10 feet of The Gate is sucked through it and deposited in a random Location on the Astral Plane. The Gate then closes. The Gate is one-way only and can’t be reopened. |
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Pole of Collapsing | common | XGtE | Charaktererstellung | Show | ||
Notes:
Wondrous item, common |
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Pole of Angling | common | XGtE | CCC-CNE-01-The-Treasure-Beneath | Show | ||
Notes:
While holding this 10-foot pole, you can speak a command phrase, “Hook, Line, and Sinker” and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command phrase again changes the fishing pole back into a normal 10-foot pole |
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Pixie winged boots | uncommon | F | DDAL00-03 Those That Came Before | Show | ||
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots. |
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Orb of Direction | common | XGtE | CCC-CNE-01-The-Treasure-Beneath | Show | ||
Notes:
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane. |
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Insignia of Claws | uncommon | Trade Log | Show | |||
Notes:
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. Source: Hoard of the Dragon Queen, page 94 |
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Folding Boat | rare | CCC-CNE-02 Before The Hatch | Show | |||
Notes:
Folding Boat A small box covered in tribal symbols of an ancient Orc Clan.This boat comes with command words written in orcish. The Boat came with a letter with this written in Orcish: Commands:
|
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Dragonhide Belt +1 (A) | uncommon | FTD | Purchase Log | Show | ||
Notes:
Wondrous Item, uncommon (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. |
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Cloak of the Bat Cloak | rare | G | CCC-CNE-03 Into The Depths | Show | ||
Notes:
Wonderous, rare (requires attunement) This cloak is made from a black leathery material, but feels much lighter. A creature who is attuned to this item finds their voice become gravelly and husky. They speak deeply and have a constant urge to hide their true identity from the world. 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. |