Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Sword of Wounding
rare
Trade Log
Show
Notes:
Weapon (any sword), rare (requires attunement)
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Necklace of Prayer Beads
rare
FR-DC-CONMAR-00 Color of Dragons
Show
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.
Ring of Mind Shielding
uncommon
CCC-MTL-02 House of Revenance
Show
Notes:
Ring, Uncommon (Requires Attunement)
This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly.
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Moon-Touched Greatsword
common
CCC-MTL-02 House of Revenance
Show
Notes:
Weapon (Greatsword), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Orb of Direction [Crafted]
common
Bastion Turn
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Shield of Expression [Crafted]
common
Bastion Turn
Show
Notes:
Armor (shield), common
The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face’s expression.
Boots of Striding and Springing
uncommon
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Driftglobe
uncommon
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, Uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Stone of Good Luck (Luckstone)
uncommon
Service Reward: Reward as Player
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Vicious Scimitar
rare
Service Reward: Reward as Player
Show
Notes:
Weapon (scimitar), rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Sword of Wounding | rare | Trade Log | Show | |||
|
Notes:
Weapon (any sword), rare (requires attunement) |
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| Necklace of Prayer Beads | rare | FR-DC-CONMAR-00 Color of Dragons | 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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| Ring of Mind Shielding | uncommon | CCC-MTL-02 House of Revenance | Show | |||
|
Notes:
Ring, Uncommon (Requires Attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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| Moon-Touched Greatsword | common | CCC-MTL-02 House of Revenance | Show | |||
|
Notes:
Weapon (Greatsword), Common |
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| Orb of Direction [Crafted] | common | Bastion Turn | Show | |||
|
Notes:
Wondrous Item, Common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. |
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| Shield of Expression [Crafted] | common | Bastion Turn | Show | |||
|
Notes:
Armor (shield), common |
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| Boots of Striding and Springing | uncommon | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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| Driftglobe | uncommon | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous Item, Uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn. You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| Stone of Good Luck (Luckstone) | uncommon | Service Reward: Reward as Player | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Vicious Scimitar | rare | Service Reward: Reward as Player | Show | |||
|
Notes:
Weapon (scimitar), rare |
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