Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
🗵 Moon-Touched 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.
🗵 Heward's Handy Spice Pouch
common
CCC-SEA-01-02 Oh, not the Bees!
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 desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 charges daily at dawn.
This leather pouch is small and always slightly damp. In order for you to release the pinch of seasoning, you must say “BAM!” as loudly as possible. Otherwise, you are unable to let go of the seasoning.
☐ Dread Helm
common
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
This fearsome steel helm makes your eyes glow red while you wear it.
🗵 Moon-touched Rapier of the Dark Tongue
common
CCC-UNITE-05 - House of Moonlight
Show
Notes:
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.
☐ Rod of the Pact Keeper +2
common
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
🗵 Wand of Pyrotechnics
common
DDAL00-07 The Embers of Hate
Show
Notes:
Wand, common
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. This long, slender rod of black iron is tipped with a chunk of smoldering coal. It can be used like an ink pen, but traces scorched lines on paper instead of ink.
🗵 Emerald of the War Mage (Ruby of the War Mage)
common
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
☐ +1 Amulet of the Devout
uncommon
Purchase Log
Show
☐ Rooster (Wand of Wonder)
rare
DDAL00-03 Those That Came Before
Show
Notes:
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand.
🗹 Bracers of Defense
rare
CCC-BMG-17 ELM1-2 The Lost Sanctum
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
The bracers are two arm-sized tubes of faintly gleaming and intricately knotted gold wire.
🗹 Periapt of Proof against Poison
rare
CCC-RCC-01-06 The Handfastening
Show
Notes:
Wondrous item, rare, table G
This heavy leather cord contains a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you.
You are immune to the poisoned condition and have immunity to poison damage.
This item can be found in the Dungeon Master’s Guide.
☐ Horn of Valhalla (Brass)
rare
CCC-GAD-02-03 Arena of Champions
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points.
Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.
☐ Shield +2
rare
DDAL09-19 Fang and Claw
Show
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
A shield is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
🗹 Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
Show
☐ Ioun Stone of Insight
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level 22 Shadowdusk Hold
Show
☐ Horned Ring
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair
Show
🗹 Staff of Power
very_rare
Trade Log
Show
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, 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 spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin: Damage
10 ft. away or closer: 8 x the number of charges in the staff
11 to 20 ft. away: 6 x the number of charges in the staff
21 to 30 ft. away: 4 x the number of charges in the staff
🗹 Rod of the Pact Keeper +3
very_rare
Trade Log
Show
☐ Shield +3
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair
Show
Notes:
Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. This shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way to Undermountain.
🗹 Tome of Leadership and Influence
very_rare
CCC-ROZK-0102 Zhentarim’s Lament
Show
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
🗵 Moon-Touched Greatsword | common | CCC-MTL-02 House of Revenance | Show | |||
Notes:
Weapon (greatsword), common |
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🗵 Heward's Handy Spice Pouch | common | CCC-SEA-01-02 Oh, not the Bees! | Show | |||
Notes:
Wondrous item, common |
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☐ Dread Helm | common | CCC-BWM-003 A Tale of Two Towers | Show | |||
Notes:
This fearsome steel helm makes your eyes glow red while you wear it. |
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🗵 Moon-touched Rapier of the Dark Tongue | common | CCC-UNITE-05 - House of Moonlight | Show | |||
Notes:
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. |
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☐ Rod of the Pact Keeper +2 | common | DDAL09-20 Where Devils Fear to Tread | Show | |||
Notes:
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal. |
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🗵 Wand of Pyrotechnics | common | DDAL00-07 The Embers of Hate | Show | |||
Notes:
Wand, common |
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🗵 Emerald of the War Mage (Ruby of the War Mage) | common | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous item, common (requires attunement by a spellcaster) |
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☐ +1 Amulet of the Devout | uncommon | Purchase Log | Show | |||
☐ Rooster (Wand of Wonder) | rare | DDAL00-03 Those That Came Before | Show | |||
Notes:
Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. |
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🗹 Bracers of Defense | rare | CCC-BMG-17 ELM1-2 The Lost Sanctum | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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🗹 Periapt of Proof against Poison | rare | CCC-RCC-01-06 The Handfastening | Show | |||
Notes:
Wondrous item, rare, table G |
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☐ Horn of Valhalla (Brass) | rare | CCC-GAD-02-03 Arena of Champions | Show | |||
Notes:
Wondrous item, rare |
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☐ Shield +2 | rare | DDAL09-19 Fang and Claw | Show | |||
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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🗹 Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | Show | |||
☐ Ioun Stone of Insight | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level 22 Shadowdusk Hold | Show | |||
☐ Horned Ring | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair | Show | |||
🗹 Staff of Power | very_rare | Trade Log | Show | |||
Notes:
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) |
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🗹 Rod of the Pact Keeper +3 | very_rare | Trade Log | Show | |||
☐ Shield +3 | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level 23: Mad Wizard's Lair | Show | |||
Notes:
Iron spikes protrude from the shield’s edges, and a cracked orc skull is painted in black on its outer surface. This shield was crafted for Nimoar, a legendary human warlord who died in 936 DR. After his death, the shield disappeared from Nimoar’s Hold (a fortress that stood where Castle Waterdeep stands today), only to find its way to Undermountain. |
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🗹 Tome of Leadership and Influence | very_rare | CCC-ROZK-0102 Zhentarim’s Lament | Show | |||
Notes:
The red leather that covers this tome is embossed with a smiling man with a third eye. |