Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Cloak of the Bat
rare
CCC_CNE_03_Into_The_Depths
Show
Notes:
Cloak of the Bat
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.
Figurine of Wondrous Power (Ebony Fly)
rare
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Figurine of Wondrous Power, Ebony Fly
Wondrous item, rare
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. 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.
Muttering Morningstar +2
rare
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Morningstar +2
weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
Ring of Regeneration
very_rare
SJ-DC-AMAK-02: Enemy within
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.
Spare
legendary
DDHC-TOA-13 The Risen Mists
Show
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide).
Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest.
Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon.
Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue.
If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder.
If such an even happens more than twice in a row, the sword uses its vicious mockery ability upon the wielder itself.
Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade.
Though the sword insisted on being called "Fire of Destiny," Sabashin thought it was a silly name and thus didn't call the sword anything. After Sabashin's passing, the sword had passed through various hands until it fell into the ownership of Lord Galoray, a ruthless overlord. Galoray became so tired of the sword's constant beratement, he left it in his keep, mounted on a decorative display with a plaque that read "Spare."
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of the Bat | rare | CCC_CNE_03_Into_The_Depths | Show | |||
Notes:
Cloak of the Bat 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. |
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Figurine of Wondrous Power (Ebony Fly) | rare | SJ-DC-AMAK-01: You better watch out | Show | |||
Notes:
Figurine of Wondrous Power, Ebony Fly |
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Muttering Morningstar +2 | rare | SJ-DC-AMAK-03: The Feast of the Devoured | Show | |||
Notes:
Morningstar +2 |
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Ring of Regeneration | very_rare | SJ-DC-AMAK-02: Enemy within | 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. |
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Spare | legendary | DDHC-TOA-13 The Risen Mists | Show | |||
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. You gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it has all of the properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide). Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long rest. Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand Common, Elvish, and Undercommon. Personality. Spare is extremely haughty and proud, demanding that its user portray the same level of integrity and dignity that it requires for itself. It periodically mocks enemies in combat and has truly earned the name of a flme tongue. If the sword's wielder takes action outside of the sword's good-aligned tendencies, or shows an extremely poor performance (such as rolling a 1 on an attack roll or skill check), Spare openly berates the wielder. Lore. This ancient sword was once wielded by the legendary warrior, Sabashin Gatorhead. After his rival was soundly defeated in an honorable duel, instead of taking his life as was custom, his soul was ensorcelled into the blade. |