Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ Bracers of Archery uncommon DDEX3-14 Death on the Wall Show
Notes:

Etched around these bracers are words in Elvish that read "Strike True." A description of this item can be found in the Dungeon Master's Guide.

☐ Bag of Holding uncommon Trade Log Show
☐ Necklace of Prayer Beads rare Trade Log Show
Notes:

20 1 wind walk
19 1 summons
12 + 14 2 favor
9 1 curing
1 1 blessing

☐ +1 Bloodwell Vial uncommon Purchase Log Show
🗹 Feywild Shard uncommon DC-WBW-Mal02 Boredom in the Doman of Alacrity Show
🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Radiance uncommon DDHC-DM The Price of Beauty Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

☐ Horn of Valhalla (Silver) rare CCC-TRI-05 Hunt of Malar Show
Notes:

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserker called forth are bloodthirsty warriors tainted by Malar.

☐ Hevard's Handy Haversack rare CCC-AN-03 Winter Wonderland Show
Notes:

This haversack is made of red and white leather and has golden clasps. There are silver bells on the bag, but they only make noise on the night of the winter solstice. Those who hear the bells ringing are reminded of a happy moment from their childhood and experience the most peaceful and restful night of sleep they can ever remember having.

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Sending Stones uncommon CCC-CIC-04 Best Friends Forever Show
Notes:

Wondrous item, uncommon
These sending stones are sewn into a matching pair of stuffed children’s toys: a male and female sphinx. To activate one of them, the owner must hug the animal and say “I love you Mr./Mrs. Wubsy.” If the owner wishes, the sphinx’s eyes can be commanded to glow with a soft blue light equal to a candle. The stones cannot be removed from the toys without destroying the magic.
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

☐ Half Plate +1 (non-metal) rare CCC-TRI-06 Haggard Heroes Show
Notes:

Armor, rare
You have a +1 bonus to AC while wearing this armor.
Made from the frozen bones of Auntie Olma’s old coven, this half plate looks to be made from sheets of iron until examined closely. While wearing this armor, it lowers your body temperature to just above freezing with no ill effects, and the voices of the dead hags fill your mind with taunts and harassment.

☐ Wand of Wonder rare Trade Log Show
🗹 Vault of the Efreeti (Portable Hole) rare CCC-ODFC02-02 - Palace of the Efreeti Show
Notes:

Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
This piece of fine red silk can be folded up into a handkerchief, scarf, banner, or cloak. When studied closely, the folds of silk seem to dance and flicker like fire. A character wearing or carrying this item can speak and understand Ignan.

☐ Portable Hole rare CCC-TRI-07 Beneath the Moonsea Show
Notes:

This strange folded cloth reflects no light and feels like air in the hand. When unfolded there is a slight smell of briny water in the air.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

🗵 Mistletoe Wand (Wand of Pyrotechnics) common WBW-DC-AUG-01 Last Hour Show
Notes:

The fireworks appear as tiny, colorful pixies, sprites & other similar fey & woodland creatures.
This wand is crafted from a smooth Mistletoe branch and has tiny intricate scenes of woodland festivities that magically activate when the wand is held. The wielder can command the wand to sprout a set of leaves & berries on the end, suitable for use in winter holiday traditions. The bearer can speak Sylvan while the wand is on their person. (Language minor benefit)

☐ Boots of Speed rare WBW-DC-AUG-01 Last Hour Show
Notes:

Waterborne This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.