Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Alchemy Jug
uncommon
DDHC-CM Zikran´s Zephyrean Tome
Show
Notes:
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Moon-Touched Longsword
common
CCC-GHC-BK1-01: Into the Border Kingdoms
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Notes:
Weapon (longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
Silver Horn Of Valhalla
rare
CCC-TRI-05 NIGHT1-1
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Notes:
Silver Horn Of Valhalla
Wondrous item, rarity varies
Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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.
A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar
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.
Saddle of the Cavalier
uncommon
CCC-GHC-BK2-01 Shadows at Rith Keep
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Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Periapt of Wound Closure
uncommon
CCC-BMG-10 HILL1-2 Exodus
Show
Notes:
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Alchemy Jug | uncommon | DDHC-CM Zikran´s Zephyrean Tome | Show | |||
Notes:
Alchemy Jug This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. Liquid Max Amount |
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Moon-Touched Longsword | common | CCC-GHC-BK1-01: Into the Border Kingdoms | Show | |||
Notes:
Weapon (longsword), common |
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Silver Horn Of Valhalla | rare | CCC-TRI-05 NIGHT1-1 | Show | |||
Notes:
Silver Horn Of Valhalla Wondrous Item, rare You can use an action to blow this horn. In response, 2d4 + 2 warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard 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. 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. |
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Saddle of the Cavalier | uncommon | CCC-GHC-BK2-01 Shadows at Rith Keep | Show | |||
Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
Emerald Kidgloves (Gloves of Thievery) Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Periapt of Wound Closure | uncommon | CCC-BMG-10 HILL1-2 Exodus | Show | |||
Notes:
Periapt of Wound Closure Wondrous item, uncommon (requires attunement) This fine gold pendant boasts a small, golden charm depicting two upturned, open hands with long, graceful fingers holding a set of three small crystals. It does have one minor drawback. Unless the wielder is a construct or of fey origin (including elves and half-elves), they suffer a non-life threatening allergic reaction during the entire short rest they are attuning to the item, as well as for 2d4 rounds after each use. The allergic reaction may take the form of sneezing, coughing, itching, or watery eyes and may vary from use to use. A description of this item can be found on page 184 of the Dungeon Master’s Guide. |