Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Javelin of Lightning uncommon DDHC-TYP Against the Giants Trade Log Show
Notes:

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

Shadow Needle (unbrakable Arrow) common CCC-BMG MOON 4-3 Gate to the Unknown Show
Moon-touched Shortsword common CCC-BMG MOON 10-2 Shadows and Shrouds CCC-BMG MOON 10-2 Shadows and Shrouds Show
Notes:

A shard of pure moonlight, this sword has no guard and barely enough hilt for the wielder’s grip. It always glows with a soft, pale white radiance.

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.

Belt of Dwarvenkind rare CCC-BMG MOON 3-1 Atop the Fairheights CCC-BMG MOON 3-1 Atop the Fairheights Show
Notes:

While wearing this belt, you gain the following benefits:

Your Constitution score increases by 2, to a maximum of 20.
You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

You have advantage on saving throws against poison, and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish

Red Elemental Gem uncommon CCC-BMG MOON 7-2 Temple of the Sun Show
Notes:

This is one of the artifacts of the lost temples of the Earthmother. It is inscribed with motifs of the sun rising and setting.

This gem contains a mote of elemental energy.
When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
(This gem is a red corundum.)

This item is found on Magic Item Table B in the Dungeon Master’s Guide

Cloak of Protection uncommon CCC-BMG MOON 7-3 The Temple of Death CCC-BMG MOON 7-3 The Temple of Death Show
Notes:

This elegant cloak is made of deep blue velvet trimmed in silver thread.

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Gem of Brightness uncommon CCC-BMG MOON 8-1 Blood on the Moors CCC-BMG MOON 8-1 Blood on the Moors Show
Notes:

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.

When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

This item is found in the Dungeon Master’s Guide.

Amulet of the Devout +1 uncommon Lvl 5 Item Purchase Log Show
Notes:

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Earth Tender’s Branch (Staff of the Python) uncommon CCC-BMG MOON 8-2 Braesal Strife CCC-BMG MOON 8-2 Braesal Strife Show
Notes:

This gnarled staff is carved from the wood of a cypress tree and bears numerous small holes in the wood.

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Insignia of Claws uncommon Hoard of the Dragon Queen Trade Log Show
Notes:

The jewels in this 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.

Stone of Good Luck uncommon CCC-BMG MOON 8-3 A Grim View of Farview Show
Notes:

Every color of the rainbow dances across this opal’s polished surface. Delicate silver leaves form loops that may be used to hang the luckstone from a chain or bind it to another item. It was once woven into the mane of the unicorn Arynn.

While this polished stone is on your person, you gain a +1 bonus to ability checks and saving throws.

Mariner’s Armor (Scale Mail) uncommon Assigning Service Reward Show
Notes:

Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile. While wearing the armor, you need half the water normally required to stave off exhaustion. This item functions as mariner’s armor (scale mail)

Sentinel Shield uncommon CCC-BMG MOON 11-1 A Darkened City Show
Notes:

Whenever the Sentinel Shield grants advantage on a roll, the eye on the front squints and the shield says “hmmmm” in a deep gravelly voice that is audible to anyone within 30 feet.

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Figurine of Wondrous Power (Silver Raven) uncommon CCC-BMG MOON 11-2 A Darkened Court Show
Notes:

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.

Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it

Medallion of Thoughts uncommon CCC-BMG MOON 11-3 A Darkened Heart CCC-BMG MOON 11-3 A Darkened Heart Show
Notes:

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

This medallion is made out of polished silver and shaped like a small mirror.
Any thoughts detected by the device appear in the mirrored surface as either images or the surface fogs over and words appear.

5x Arrow +2 rare CCC-BMG MOON 15-1 Shattered Omens Show
Notes:

You have a +2 bonus to attack and damage rolls made with this arrow.

Once it hits a target, the arrow is no longer magical.

This item is found in the Dungeon Master’s Guide.

+1 Longsword uncommon CCC-BMG MOON 15-2 Forgotten Fealty Show
Notes:

Weapon (longsword), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon.
The sword, no longer tainted by Malar’s corruption, is now a clear crystal. The sword is only loyal to the wielder, becoming a dull blade to anyone else. When the sword strikes a target, a blue-white trail is left briefly in its wake.

Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

3x Curing, 1x Smiting, 2x Windwall

Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal WPM Show
Notes:

Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.