Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Wand of Magic Missiles
uncommon
F
CCC-WWC-01 In The Face of Fear
Show
Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
TCP: ** 16
**Table: F
Wand of Fireballs (Green Flame)
rare
Trade Log
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Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd- level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
Wand of Lightning Bolt
rare
Trade Log
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This black wand is decorated with symbols of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time it is used.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
Bloodwell Vial +1
uncommon
Purchase Log
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Notes:
Wondrous Item, uncommon (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash.
You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points.
This property of the vial can’t be used again until the next dawn.
Mistletoe Wand (Wand of Pyrotechnics)
common
WBW-DC-TREY-01 Mistress Taken!
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Notes:
Wand, common
This wand is crafted from a smooth Mistletoe branch and has tiny intricate scenes of woodland festivities that magically activate when the wand is held. The wielder can command the wand to sprout a set of leaves & berries on the end, suitable for use in winter holiday traditions.
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.
Language minor benefit: The bearer can speak Sylvan while the wand is on their person.
Staff of Striking
very_rare
Trade Log
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Ring of Fire Resistance
rare
Trade Log
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Notes:
Ring, rare (requires attunement)
This simple ring of twisted brass wire is warm to the touch.
You have resistance to fire damage type while wearing this ring.
Necklace of Prayer Beads
rare
FR-DC-CONMAR-00 Color of Dragons Playtest
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Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
The necklace is made of black pearls mixed with copper-coloured pearls made from dragon scales.
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 DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. 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.
1d20 Bead Spell
1–6 | Bead of Blessing Bless
7–12 | Bead of Curing Cure Wounds (level 2 version)
13–16 | Bead of Favor Greater Restoration
17–18 | Bead of Smiting Shining Smite
19 | Bead of Summons Guardian of Faith
20 | Bead of Wind Walking Wind Walk
- Two Beads of Blessing (Bless)
- One Bead of Cure (Cure Wounds level 2 version)
- One Bead of Wind Walking.
Minor Property Sentinel (Dragons): The necklace glows faintly when dragons are within 120 feet of the wearer.
Bag of Tricks (Rust-Colored)
uncommon
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, uncommon
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Rust Bag of Tricks
1d8 | Creature
1 | Rat
2 | Owl
3 | Mastiff
4 | Goat
5 | Giant Goat
6 | Giant Boar
7 | Lion
8 | Brown Bear
Serpentine Owl Figurine of Wondrous Power
common
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified below.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed.
Quiver of Ehlonna
common
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears.
Brazier of Commanding Fire Elementals
common
Trade Log
Show
Notes:
Wondrous Item, Rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Name | Rarity | Location | Table | Result | Source | |
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Wand of Magic Missiles | uncommon | F | CCC-WWC-01 In The Face of Fear | Show | ||
Notes:
Wand, uncommon 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 crumbles into ashes and is destroyed. TCP: ** 16 |
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Wand of Fireballs (Green Flame) | rare | Trade Log | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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Wand of Lightning Bolt | rare | Trade Log | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. |
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Bloodwell Vial +1 | uncommon | Purchase Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a sorcerer) In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. |
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Mistletoe Wand (Wand of Pyrotechnics) | common | WBW-DC-TREY-01 Mistress Taken! | Show | |||
Notes:
Wand, common 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. Language minor benefit: The bearer can speak Sylvan while the wand is on their person. |
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Staff of Striking | very_rare | Trade Log | Show | |||
Notes:
Staff, very rare (requires attunement) The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Ring of Fire Resistance | rare | Trade Log | Show | |||
Notes:
Ring, rare (requires attunement) |
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Necklace of Prayer Beads | rare | FR-DC-CONMAR-00 Color of Dragons Playtest | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. 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. 1d20 Bead Spell
Minor Property Sentinel (Dragons): The necklace glows faintly when dragons are within 120 feet of the wearer. |
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Bag of Tricks (Rust-Colored) | uncommon | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, uncommon You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. Rust Bag of Tricks |
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Serpentine Owl Figurine of Wondrous Power | common | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified below. Serpentine Owl (Rare). This serpentine statuette of an owl can become a Giant Owl for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed. |
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Quiver of Ehlonna | common | Service Reward: Reward as Player | Show | |||
Notes:
Wondrous Item, uncommon |
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Brazier of Commanding Fire Elementals | common | Trade Log | Show | |||
Notes:
Wondrous Item, Rare |