Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
Bracers of Archery
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Bulaga Wizard Hat (Hat of Vermin)
common
CCC-GSP02-01 Minauros Unchained
Show
Notes:
Bulaga Wizard Hat (Hat of Vermin)
Wondrous item, common
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.
The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth.
Chardalyn Earring (Headband of Intellect)
uncommon
DDEP10-01 Terror in Ten Towns
Show
Notes:
Chardalyn Earring (Headband of Intellect)
Wondrous item, uncommon (requires attunement)
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.
Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.
Charlatan’s Die
common
DDEP10-01 Terror in Ten Towns
Show
Notes:
Charlatan’s Die
Wondrous item, common (requires attunement)
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Whenever you roll this six-sided die, you can control which number it rolls.
While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
Cloak of Billowing
common
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
Wondrous Item, common
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
Cloak of Many Fashions
common
CCC-GSP01-03 Tainted Love
Show
Notes:
Wondrous item, common
It is a bright orange cloak and designed with large brown diagonal lines. This garment is of fine quality and underneath, the brand, “Cadorna,” is embroidered on it.
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.
Dread Helm (Liars Night 2019 Edition)
common
Purchase Log
Show
Notes:
Wondrous item, common
This fearsome skull helm is wreathed in illusory green flames and makes your eyes glow red.
Eldritch Claw Tattoo
uncommon
Trade Log
Show
Notes:
Eldritch Claw Tattoo
Wondrous item (tattoo),
uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Immovable Rod
uncommon
CCC-ARCANA-01 The Phantom Pursuit
Show
Notes:
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
Show
Notes:
Weapon (Rapier), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
Oyang’s Kettle (Decanter of Endless Water)
uncommon
CCC-ARCANA-02 Seclusion
Show
Notes:
Oyang’s Kettle (Decanter of Endless Water)
Wondrous Item, uncommon
This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear.
Any water produced from this kettle smells faintly of Lemon Ginger and Pandan.
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.
Periapt of Wound Closure
uncommon
CCC-THENT-0102 Those That Dwell Beneath
Show
Notes:
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.
Pole of Angling
common
DDEP10-01 Terror in Ten Towns
Show
Notes:
Pole of Angling
Wondrous item, common
This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it.
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher.
Sentinel Shield
uncommon
DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws
Show
Notes:
Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
Bracers of Archery These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. |
||||||
Bulaga Wizard Hat (Hat of Vermin) | common | CCC-GSP02-01 Minauros Unchained | Show | |||
Notes:
Bulaga Wizard Hat (Hat of Vermin) 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. The hat looks like a pointy wizard hat with three swirly color design (red, blue, and yellow). Each beast represents a shard a wizard’s soul trapped in the hat. When the bat is summoned, it always leaves a trail of red glitter. The frog’s skin is shiny yellow, and the rat has dark blue eyes and teeth. |
||||||
Chardalyn Earring (Headband of Intellect) | uncommon | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
Chardalyn Earring (Headband of Intellect) This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it. |
||||||
Charlatan’s Die | common | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
Charlatan’s Die This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. Whenever you roll this six-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. |
||||||
Cloak of Billowing | common | DDHC-XGE-01 Rats of Waterdeep | Show | |||
Notes:
Wondrous Item, common |
||||||
Cloak of Many Fashions | common | CCC-GSP01-03 Tainted Love | Show | |||
Notes:
Wondrous item, common It is a bright orange cloak and designed with large brown diagonal lines. This garment is of fine quality and underneath, the brand, “Cadorna,” is embroidered on it. 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. |
||||||
Dread Helm (Liars Night 2019 Edition) | common | Purchase Log | Show | |||
Notes:
Wondrous item, common |
||||||
Eldritch Claw Tattoo | uncommon | Trade Log | Show | |||
Notes:
Eldritch Claw Tattoo Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
||||||
Immovable Rod | uncommon | CCC-ARCANA-01 The Phantom Pursuit | Show | |||
Notes:
Immovable Rod This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
||||||
Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
Notes:
Weapon (Rapier), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This silver blade is forged to resemble a long tentacle that twists out to a sharp point. |
||||||
Oyang’s Kettle (Decanter of Endless Water) | uncommon | CCC-ARCANA-02 Seclusion | Show | |||
Notes:
Oyang’s Kettle (Decanter of Endless Water) This Decanter takes the form of an earthen-colored Ceramic Kettle. The Kettle has a wicker handle and is decorated with the various flora and fauna of the Cormanthor Forest. Especially prominent are designs of falcons, deer and a bear. Any water produced from this kettle smells faintly of Lemon Ginger and Pandan. 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: |
||||||
Periapt of Wound Closure | uncommon | CCC-THENT-0102 Those That Dwell Beneath | Show | |||
Notes:
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. |
||||||
Pole of Angling | common | DDEP10-01 Terror in Ten Towns | Show | |||
Notes:
Pole of Angling This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it. While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher. |
||||||
Sentinel Shield | uncommon | DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws | Show | |||
Notes:
Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |