Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Belt of Fire Giant Strength
very_rare
CCC-ALMOG-03 TALES03-01 Claws of Fury
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Notes:
Wondrous Item, very rare (requires attunement)
This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face.
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Bregrist / Slicer (Scimitar of Speed)
very_rare
Earned through a pact with Lord Trey
Trade Log
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Notes:
Weapon (scimitar), very rare (requires attunement)
This is the famed scimitar ‘Bregrist’. (also known as ‘Slicer’) Anyone who speaks Elvish will know that Bregrist translates to ‘quick cut’ in Common,) Bregrist is a Scimitar of Speed.
The scimitar is superbly crafted, and clearly made by an extremely skilled elven maker. The blade is finely honed and edged in silver. It is also inlaid with silver stylized vines running the length of the blade, spelling out the name in Elvish.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Earned through a pact with Lord Trey
Cube of Force
rare
CCC-RPSG-03 Fenaria's Gambit
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Notes:
Wondrous Item, rare (requires attunement)
This ornate puzzle cube is carved from duskwook and polished to a shine.
The lateral faces are engraved with the likenesses of Fenaria´s companions in Tymora´s Smile, while the top bears the band´s crest and their pledge to be "Always together,never apert".
The latter half of the band´s promise - "Though we are distant, we are connected in heart" adorns the bottom face
The likenesses whisper words of encouragement to the bearer whenevere a surface is pressed and the cube activated.
Additionally the bearer can discern the item´s depth below the surface and the direction to the nearest staricase, ramp or other path leading upward if the words on the cube are spoken.
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Face | Charges | Effect
1 | 1 | Gases, wind, and fog can't pass through the barrier.
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 | 3 | Living matter can't pass through the barrier.
4 | 4 | Spell effects can't pass through the barrier.
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 | 0 | The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item | Charges Lost
Disintegrate | 1d12
Horn of blasting | 1d10
Passwall | 1d6
Prismatic spray | 1d20
Wall of fire | 1d4
Flame Tongue Greatsword
rare
Trade Log
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Notes:
Weapon (Greatsword), rare (requires attunement)
This weapon was crafted for you by the expert smiths at the Emberstar Exchange to your specifications.
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Helm of Brilliance
very_rare
Trade Log
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Notes:
Wondrous Item, very rare (requires attunement)
This dazzling helm is set with 1d10 (5) diamonds, 2d10 (11) rubies, 3d10 (16) fire opals, and 4d10 (22) opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Lord Trey’s Leaves (Mantle of Spell Resistance)
rare
Trade Log
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Notes:
Wondrous Item, rare (requires attunement)
*This cloak is crafted from living leaves. It’s coloration changes with the season. *
You have advantage on saving throws against spells while you wear this cloak.
Guardian minor benefit: Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated.
Manual of Bodily Health
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Gainful Excercise
common
Trade Log
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Notes:
Wondrous Item, very rare
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Necklace of Prayer Beads
rare
Trade Log
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Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many non-magical 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.
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.
Bead types
Roll | Name | Spell *
*1-6** | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite*
19 | Summons | Planar Ally
20 | Wind walking |Wind Walk
Beads in this Prayer Beads
1 x Blessing
3 x Curing
1 x Favor
1 x Smiting
Quaal's Feather Token (Bird)
rare
DDHC-CM: The Book of Inner Alchemy
Show
Notes:
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Spare
legendary
Service Reward: Tier 3/4 Adventure Reward
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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.
Flame Tongue. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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 flame 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."
Tome of Leadership and Influence
very_rare
Trade Log
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Notes:
Wondrous item, very rare
The red leather that covers this tome is embossed with a smiling man with a third eye.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Belt of Fire Giant Strength | very_rare | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) |
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Bregrist / Slicer (Scimitar of Speed) | very_rare | Earned through a pact with Lord Trey | Trade Log | Show | ||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it. Earned through a pact with Lord Trey |
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Cube of Force | rare | CCC-RPSG-03 Fenaria's Gambit | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Face | Charges | Effect The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. Spell or item | Charges Lost |
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Flame Tongue Greatsword | rare | Trade Log | Show | |||
Notes:
Weapon (Greatsword), rare (requires attunement) You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Helm of Brilliance | very_rare | Trade Log | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) You gain the following benefits while wearing it: • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. |
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Lord Trey’s Leaves (Mantle of Spell Resistance) | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Guardian minor benefit: Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated. |
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Manual of Bodily Health | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Manual of Gainful Excercise | common | Trade Log | Show | |||
Notes:
Wondrous Item, very rare |
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Necklace of Prayer Beads | rare | Trade Log | Show | |||
Notes:
Wondrous Item, rare (Requires Attunement by a Cleric, Druid, or Paladin) 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. Bead types Beads in this Prayer Beads |
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Quaal's Feather Token (Bird) | rare | DDHC-CM: The Book of Inner Alchemy | Show | |||
Notes:
Wondrous item, rare Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. |
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Spare | legendary | Service Reward: Tier 3/4 Adventure Reward | Show | |||
Notes:
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment) Flame Tongue. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. 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. 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 flame tongue. 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. |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
Wondrous item, very rare |