Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Dread Helm
common
CCC-OCC-02 Feast of the Moon
Show
Notes:
Wondrous Item, common
The black steel of this helm and visor are worked to resemble the face of a snarling dragon.
This fearsome steel helm makes your eyes glow red while you wear it.
Quarterstaff +1
uncommon
Trade Log
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Notes:
Weapon (quarterstaff), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Rope Of Mending
common
Starting Gear
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Notes:
Wondrous item, common
You can cut this 50-foot coil of hempen rope 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 rope of mending is forever shortened if a section of it is lost or destroyed.
Eldritch Claw Tatoo
common
Service Reward: Common/Uncommon
Show
Notes:
Wondrous Item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to its
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad.
Stone of Good Luck (Luckstone)
uncommon
DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor)
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Notes:
Wondrous Item, uncommon (requires attunement)
This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch.
While this stone is on your person, you gain a +1 bonus to ability checks and saving throws.
Moon Sickle, +1
uncommon
Trade Log
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Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Dragonhide Belt, +1
uncommon
Level 5 Magic Item
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Longsword, +1
uncommon
Trade Log
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Name | Rarity | Location | Table | Result | Source | |
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Dread Helm | common | CCC-OCC-02 Feast of the Moon | Show | |||
Notes:
Wondrous Item, common |
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Quarterstaff +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (quarterstaff), uncommon Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Rope Of Mending | common | Starting Gear | Show | |||
Notes:
Wondrous item, common |
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Eldritch Claw Tatoo | common | Service Reward: Common/Uncommon | Show | |||
Notes:
Wondrous Item (tattoo), uncommon (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to its |
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Stone of Good Luck (Luckstone) | uncommon | DDAL00-02b The Weirding Vats (Lost Tales of Myth Drannor) | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Moon Sickle, +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Dragonhide Belt, +1 | uncommon | Level 5 Magic Item | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a Monk) In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. |
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Longsword, +1 | uncommon | Trade Log | Show | |||
Notes:
Weapon (longsword), uncommon |