Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Weave (Helm of Teleportation) rare CCC-PHA-01 Six Summoned Swords Show
Notes:

Wondrous Item, rare (Requires Attunement)
This helm has 3 Charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The Helm regains 1d3 expended Charges daily at dawn.
The helm called “Weave” once belonged to the drow mage Axcelia Axcelon. It is crafted out of mithral and fashioned into the shape of a spider. When held to the back of the wearer’s head, eight thin spidery legs extend and wrap around the head and face of the wearer to form the helmet. The feel of the legs over skin is soft and silken – a sensation that is both comfortable and extremely unsettling to the unaccustomed wearer.
A worshipper of Lolth would pause in envy and awe at the sight of such fine workmanship.
When the helmet is used, all those being transported hear the words “Across the weave” whispered softly in undercommon.

☐ Unearthed 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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.

☐ Turnip Tankard of Sobriety common SJ-DC-ETA You are my Sunshine Show
Notes:

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

☐ The Sixth Sword (+2 Rapier with Guardian minor property) rare CCC-HAL-03 Six Swords Unbound Show
Notes:

Weapon, rare, Table G
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.

☐ The Seventh Sword (Sun Blade) rare CCC-6SWORDS-01 Six Swords Out of Hell Show
Notes:

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.
Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

☐ Moon-Touched Sword (Greatsword) common CCC-MTL-02 House of Revenance Show
Notes:

Weapon (greatsword), 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

🗵 Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Show
Notes:

Weapon (rapier), 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. The bearer of this weapon can speak and understand Undercommon.

☐ Moonfire Globe (Gem of Brightness) uncommon CCC-TXLIFE-01 House of Masks Show
Notes:

Wondrous item, uncommon
This fist-sized crystalline globe looks like a miniature moon. Enchanted by clerics of Eilistraee, it has been imbued with a limited ability to manifest her moonfire. This functions exactly as a Gem of Brightness. It also allows the bearer to speak and undersand Undercommon.
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

🗹 Folding Boat rare DDEP08-01 Chaos in the City of Splendors Show
Notes:

When unfolded to the ship size, this boat has a small casino on deck. It has a wet bar, four casino tables, and flies the flag of Waterdeep’s current Open Lord, Laeral Silverhand (who probably neither knows nor approves of this ruse).
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three Command words, each requiring you to use an action to speak it.
One Command Word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second Command Word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third Command Word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any Objects in the vessel that can't fit inside the box remain outside the box as it folds. Any Objects in the vessel that can fit inside the box do so.

🗵 Enduring Spellbook common CCC-HAL-05 House of Blades Show
Notes:

Wondrous item, common
This spellbook is actually a very long scroll made of the skin of several sharks, it can be used a spellbook. The spellbook along with anything written in it, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

☐ Enduring Spellbook common CCC-HAL-06 House of Silent Tides Show
Notes:

Wondrous item, common
This spellbook is actually a very long scroll made of the skin of several sharks, it can be used a spellbook. The spellbook along with anything written in it, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

🗹 Deck of Illusionary Desires uncommon CCC-UNITE-GD-01 House of Diamonds Show
Notes:

Wondrous item, uncommon
The illusions created by this deck appear as particularly desirable versions of the specified creatures. The desirability is in relation to other creatures of the same kind. For example, an Assassin would appear as particularly deadly – appealing to other assassins, while a Druid may appear as particularly in-tune with nature – as desired by other druids.

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.
Playing Card Illusion
Ace of hearts Red dragon
Ace of spades Lich
King of hearts Knight and four guards

King of spades Priest and two acolytes
Queen of hearts Succubus or incubus
Queen of spades Medusa
Jack of hearts Druid

Jack of spades Veteran
Ten of hearts Cloud giant
Ten of spades Frost giant
Nine of hearts Ettin

Nine of spades Troll
Eight of hearts Bugbear
Eight of spades Hobgoblin
Two of hearts Goblin

Two of spades Goblin
Ace of diamonds Beholder

Ace of clubs Iron golem
King of diamonds Archmage and mage apprentice

King of clubs Bandit captain and three bandits
Queen of diamonds Night hag

Queen of clubs Erinyes
Jack of diamonds Assassin

Jack of clubs Berserker
Ten of diamonds Fire giant

Ten of clubs Hill giant
Nine of diamonds Ogre mage

Nine of clubs Ogre
Eight of diamonds Gnoll

Eight of clubs Orc
Two of diamonds Kobold

Two of clubs Kobold
Jokers (2) You (the deck's owner)

☐ Dark Mother’s Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords Show
Notes:

Wondrous Item, rare (requires attunement)
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.
While wearing this ring, the wearer can speak and understand Undercommon.
If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.
These effects are not strong enough to override existing character traits.
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.
Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

🗵 Clockwork Amulet common CCC-UNITE-GD-01 House of Diamonds Show
Notes:

Wondrous Item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

🗵 Cloak of Many Fashions common Purchase Log Show
Notes:

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

☐ Cloak of Many Fashions common CCC-TXLIFE-01 House of Masks Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

🗹 Cloak of Darkest Depth uncommon CCC-HAL-06 House of Silent Tides Show
Notes:

Wondrous item, uncommon
While wearing this cloak, the bearer can speak and understand Undercommon.
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: WPM Show
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: WPM Show
🏲 Blessing of Coronal of Arvandor (Blessing of Protection) common FR-DC-LIGA-01 Wyrmwell Flame Show
Notes:

You gain a +1 bonus to AC and saving throws. This supernatural gift is found in the Dungeon Master’s Guide.