Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Deck of Illusion uncommon SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.

(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again.

Eight of hearts Bugbear
Queen of spades Medusa
Nine of clubs Ogre
Two of diamonds Kobold
Jokers (2) You (the deck's owner)

Gauntlets of Ogre Power uncommon Keys from the Golden Vault - Party at Paliset Hall Show
Notes:

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Gloves of Thievery uncommon DDHC-KftGV Vidorant's Vault Show
Notes:

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Ordine Sage’s Robes (Robe of Useful Items) uncommon CCC-TAROT-0101 Awakening of Fates Show
Notes:

This Robe of Useful Items has silk patches of various shapes covering it.

While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.

Once the last patch is removed, the robe becomes an ordinary garment.

It has patches for the following:

• a dagger

• steel mirror

• 10 ft. pole

• 50 ft. hempen rope

• a riding horse (mechanical in nature, otherwise the same)

• 4 potions of healing

• a 1st level spell scroll

• a bag of 100 gp

This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.

Spellwrough Tattoo (Guidance common SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.

Wand of Pyrotechnics common DDAL 10-05 A Blight in the Darkness Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Amarantha’s Heart (Dark Shard Amulet) common CCC-TAROT- 01-07 The Seat of the Ruler Show
Notes:

While you are wearing it, you gain the following benefits:

• You can use the amulet as a spellcasting focus for your warlock spells

• You can try to cast a cantrip you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

This amulet is shaped like a stylized heart – the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.

This item can be found in the Xanathar’s Guide to Everything.

Hat of Vermin common CCC-TAROT- 01-05 The Lost Apprentice Show
Notes:

This dusty old cap 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 a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). 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. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.

Chain of Mending common SJ-DC-YZ-02-04 - the dark dome Show
Notes:

You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed.

Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel

Candle of the Deep common FR-DC-RAY 07 Green Lady's Lament Show
Notes:

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.