Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Heward’s Handy Spice Pouch
common
Start of log
Show
Notes:
Wondrous Item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Moon-Touched Sword (Rapier)
common
CCC-GAD02-01 The Monster Within
Show
Notes:
Weapon (rapier), common
This silver blade is forged to resemble a long tentacle that twists out to a sharp point.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in Xanathar’s Guide to Everything.
Shadowneedle [Unbreakable Arrow]
common
CCC-BMG-MOON-4-3 Gate to the Unknown
Show
Notes:
Weapon (arrow), common (Common Table)
One of 20 unbreakable arrows crafted with Shadowsong the Oathbow. When fired, the wielder may say, “Needles, return to your thread” to make this arrow (and any other in its set loosed from the wielder’s hand) reappear in the wielder’s quiver.
This arrow can’t be broken, except when it is within an antimagic field.
Staff of Healing
rare
Trade Log
Show
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid
The smooth wood of this odinary-looking staff is pale, and streaked with multicolored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff's cap and while in possesion of the staff, the wielder feels fortunate and optimistic about what the future holds
This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th),
- Lesser Restoration(2 charges).
- Mass Cure Wounds* (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Moon-Touched Sword (Shortsword)
common
DDHC-WDH-03 Blue Alley
Show
Notes:
Weapon (Shortsword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Flurried Furs (Smoldering Armor)
common
DDAL00-04 Winter’s Flame
Show
Notes:
Armor (Breastplate), common
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Chultan Midwinter Candle (Candle of the Deep)
common
DDAL00-04 Winter’s Flame
Show
Notes:
Wondrous item, common
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Eyes of the Eagle
uncommon
DDAL09-02 Stopped at the Gate
Show
Notes:
Wondrous item, uncommon (requires attunement)
These goggles are made of leather and have lenses of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
The Night Queen’s Eyes
uncommon
Service Reward: The Night Queen's Eyes
Show
Notes:
Wondrous Item, uncommon
Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others’ faces as sinister countenances.
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Pixie Winged Boots
uncommon
Service Reward: Pixie Winged Boots
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels.
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Boots of False Tracks
common
CCC-RCC-01-03 Chains of Desperation
Show
Notes:
Wondrous Item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Bag of Holding
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Necklace of Prayer Beads
rare
Trade Log
Show
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 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 GM decides the type of each bead on the necklace or determines it randomly. 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.
This necklace has three beads of blessing and two beads of curing.
Moon-Touched Sword
common
Trade Log
Show
Notes:
Weapon (Longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Nature’s Mantle
uncommon
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger)
This cloak is formed from the same cotton candy clouds that hold Castamella aloft. It is incredibly warm and soft. If consumed, the cloak tastes like bittersweet raspberries but is not filling; after 1d4 hours, the clouds roil and reform in their original shape.
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Ring of Truth Telling
uncommon
DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice
Show
Notes:
Ring, uncommon (requires attunement)
The ring is black. Under the aurora borealis, the following text in sylvan appears: “O young man, O my slayer, To-morrow you shall die.
While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.
Shield of Expression
common
DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice
Show
Notes:
Armor (shield), common
This shield is made of bright oak which is painted teal. The logo of “The Silver Lining Trading Company” is circling the face of a white goat.
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
Rapier, +1
uncommon
DDHC-TYP The Forge of Fury
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Goggles of Night
uncommon
DDAL07-04 A Walk in the Park
Show
Notes:
Wondrous Item, uncommon
The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat.
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Helm of Comprehend Languages
uncommon
CCC-AETHER-01-01 The Heir of Orcus: Verse I
Show
Notes:
(Wondrous Item, uncommon)
This elaborate helm is made of Avernium, a black metal found only in Avernus. The helm has the appearance of a crown with spikes. The inner circle of the helm has an inscription in Infernal which reads, “Avernus Dragonchess Champion.”
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Name | Rarity | Location | Table | Result | Source | |
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Heward’s Handy Spice Pouch | common | Start of log | Show | |||
Notes:
Wondrous Item, common |
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Moon-Touched Sword (Rapier) | common | CCC-GAD02-01 The Monster Within | Show | |||
Notes:
Weapon (rapier), common |
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Shadowneedle [Unbreakable Arrow] | common | CCC-BMG-MOON-4-3 Gate to the Unknown | Show | |||
Notes:
Weapon (arrow), common (Common Table) |
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Staff of Healing | rare | Trade Log | Show | |||
Notes:
Staff, Rare, Requires Attunement by a Bard, Cleric, or Druid This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier: The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. |
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Moon-Touched Sword (Shortsword) | common | DDHC-WDH-03 Blue Alley | Show | |||
Notes:
Weapon (Shortsword), common |
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Flurried Furs (Smoldering Armor) | common | DDAL00-04 Winter’s Flame | Show | |||
Notes:
Armor (Breastplate), common |
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Chultan Midwinter Candle (Candle of the Deep) | common | DDAL00-04 Winter’s Flame | Show | |||
Notes:
Wondrous item, common |
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Eyes of the Eagle | uncommon | DDAL09-02 Stopped at the Gate | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. |
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The Night Queen’s Eyes | uncommon | Service Reward: The Night Queen's Eyes | Show | |||
Notes:
Wondrous Item, uncommon |
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Pixie Winged Boots | uncommon | Service Reward: Pixie Winged Boots | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Boots of False Tracks | common | CCC-RCC-01-03 Chains of Desperation | Show | |||
Notes:
Wondrous Item, common |
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Bag of Holding | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Necklace of Prayer Beads | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (Requires Attunement by a Cleric, Druid, or Paladin) Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. 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. This necklace has three beads of blessing and two beads of curing. |
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Moon-Touched Sword | common | Trade Log | Show | |||
Notes:
Weapon (Longsword), common |
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Nature’s Mantle | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger) While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Ring of Truth Telling | uncommon | DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice | Show | |||
Notes:
Ring, uncommon (requires attunement) |
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Shield of Expression | common | DC-PoA-CONMAR-15 A Grim Tale at Winter Solstice | Show | |||
Notes:
Armor (shield), common |
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Rapier, +1 | uncommon | DDHC-TYP The Forge of Fury | Show | |||
Notes:
Weapon (rapier), uncommon Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Goggles of Night | uncommon | DDAL07-04 A Walk in the Park | Show | |||
Notes:
Wondrous Item, uncommon |
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Helm of Comprehend Languages | uncommon | CCC-AETHER-01-01 The Heir of Orcus: Verse I | Show | |||
Notes:
(Wondrous Item, uncommon) |