Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
🗵 Cloak of Many Fashions
common
Purchase Log
Show
🗵 Pipe of Remembrances
common
DDHC00-GSM HC: The Sinister Secret of Saltmarsh
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer's most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can't be used this way again until the next dawn.
☐ Shadowneedle (Unbreakable Arrow)
common
CCC-KUMORI-0204 To Be the Very Best
Show
Notes:
Weapon(arrow), common
This arrow can't be broken, except when it is within an antimagic field. One of twenty unbreakable arrows crafted with Shadowsong, when this arrow is nocked onto the Oathbow and leveled at an opponent, a gentle hum fills the wielder’s mind, steadying their hand and steeling their focus (this feature bears no mechanical effect). When fired from Shadowsong, the wielder may say the words, “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.
☐ Wild Monster Capture Cards (Deck of Illusions)
uncommon
CCC-KUMORI-0204 To Be the Very Best
Show
Notes:
Wondrous item, uncommon
This small deck of playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack!
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 (as presented in the Monster Manual), 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
King of hearts — Knight and four guards
Queen of hearts — Succubus or Incubus
Jack of hearts — Druid
Ten of hearts — Cloud Giant
Nine of hearts — Ettin
Eight of hearts — Bugbear
Two of hearts — Goblin
Ace of diamonds — Beholder
King of diamonds — Archmage and mage apprentice
Queen of diamonds — Night Hag
Jack of diamonds — Assassin
Ten of diamonds — Fire Giant
Nine of diamonds — Ogre mage
Eight of diamonds — Gnoll
Two of diamonds — Kobold
Ace of spades — Lich
King of spades — Priest and two acolytes
Queen of spades — Medusa
Jack of spades — Veteran
Ten of spades — Frost Giant
Nine of spades — Troll
Eight of spades — Hobgoblin
Two of spades — Goblin
Ace of clubs — Iron Golem
King of clubs — Bandit Captain and three bandits
Queen of clubs — Erinyes
Jack of clubs — Berserker
Ten of clubs — Hill Giant
Nine of clubs — Ogre
Eight of clubs — Orc
Two of clubs — Kobold
Jokers (2) — You (the deck's owner)
☐ Dawnfire (Sun Blade)
rare
CCC-STORM-01 The Barrows of Solina
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
This item can be found in the Dungeon Master’s Guide.
🗹 Necklace of Prayer Beads
rare
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Show
Notes:
1x Blessing
3x Curing
2x Favor
🏲 Blessing of Protection
unique
DDHC-TYP Tales from the Yawning Portal: White Plume Mountain
Show
☐ +1 Amulet of the Devout
common
Purchase Log
Show
🗹 Manual of Quickness of Action
very_rare
CCC-BMG-37-HULB3-1 The Weakness of Rock
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.
☐ Jeny's Little Helper (Figurine of Wondrous Power, Ivory Goats)
rare
CCC-DES-01-01 Finding the Rabbit Hole
Show
Notes:
Wondrous Item, rare
The statues are always coated with a gritty film, and smell like rancid goat butter when fey creatures are within 50 feet.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
* The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
* The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
* The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
🗹 Glamoured Studded Leather
rare
DDAL09-06 Infernal Insurgency
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This item can be found in the Dungeon Master’s Guide.
Made from tough yet flexible giant abyssal crocodile hide leather, studded with what look to be teeth to make it studded leather
☐ Driftwood Staff (Staff of Healing)
rare
CCC-DES01-02 A Sanity Never Questioned
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: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or 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.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
☐ Jeny's Hairpin (Javelin of Warning)
uncommon
CCC-VOTE-01-01 A Small Trifle
Show
Notes:
Weapon (Javelin), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. This item is found in the Dungeon Master’s Guide.
This magical javelin resembles a giant hairpin made of purple wood, with a fist-sized jet at its head. Players who have experienced “DDEX-01- 08 Tales Trees Tell” recognize it as the same sort of item that pinned a villager to the town post, and may even recall it acts as a scrying sensor for Jeny Greenteeth. Warnings of danger come in Jeny’s voice, shouting that they should prepare for battle. Whether it is the weapon shouting or Jeny herself, it is hard to divine.
The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it.
☐ Jeny's Special Helper (Broom of Flying)
uncommon
CCC-DES-01-06 One Last Job
Show
Notes:
Wondrous item, uncommon
This broom has seen "gentle use" by Jeny, and it remains terribly stained despite all attempts to clean it, mundane or magical. Actually cleaning with the broom creates more mess than it fixes. Jeny is happy to provide this item to the adventurers, mostly because she is capable of using it as a scrying sensor (not that she would tell that to them).
☐ Dark Shard Amulet
common
CCC-DES-01-06 One Last Job
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This item was a token gift from Jeny to Lance Brickcrystal. The necklace is dominated by a pendant crafted from a pale green amber. Inside is a small millipede, that occasionally twitches.
☐ Dagger of Blindsight
common
DDHC-DMM Dungeon of the Mad Mage: Level 6
Show
☐ Dwarven Thrower
very_rare
DDHC-DMM Dungeon of the Mad Mage: Level 15
Show
🗹 Night Cutter (Sword of Life Stealing)
rare
CCC-RCC-01-04 Black Bliss
Show
Notes:
The blade of this scimitar is solid black and etched with intricate spider webs.
☐ Cloak of the Bat
rare
DDHC-DMM Dungeon of the Mad Mage: Level 18
Show
☐ Scintilmorn (Sun Blade)
rare
DDHC-DMM Dungeon of the Mad Mage: Level 18
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
🗵 Cloak of Many Fashions | common | Purchase Log | Show | |||
🗵 Pipe of Remembrances | common | DDHC00-GSM HC: The Sinister Secret of Saltmarsh | Show | |||
Notes:
Wondrous item, common |
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☐ Shadowneedle (Unbreakable Arrow) | common | CCC-KUMORI-0204 To Be the Very Best | Show | |||
Notes:
Weapon(arrow), common |
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☐ Wild Monster Capture Cards (Deck of Illusions) | uncommon | CCC-KUMORI-0204 To Be the Very Best | Show | |||
Notes:
Wondrous item, uncommon Playing Card — Illusion: |
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☐ Dawnfire (Sun Blade) | rare | CCC-STORM-01 The Barrows of Solina | Show | |||
Notes:
Weapon (longsword), rare (requires attunement) |
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🗹 Necklace of Prayer Beads | rare | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | Show | |||
Notes:
1x Blessing |
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🏲 Blessing of Protection | unique | DDHC-TYP Tales from the Yawning Portal: White Plume Mountain | Show | |||
☐ +1 Amulet of the Devout | common | Purchase Log | Show | |||
🗹 Manual of Quickness of Action | very_rare | CCC-BMG-37-HULB3-1 The Weakness of Rock | Show | |||
Notes:
Wondrous Item, very rare |
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☐ Jeny's Little Helper (Figurine of Wondrous Power, Ivory Goats) | rare | CCC-DES-01-01 Finding the Rabbit Hole | Show | |||
Notes:
Wondrous Item, rare |
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🗹 Glamoured Studded Leather | rare | DDAL09-06 Infernal Insurgency | Show | |||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This item can be found in the Dungeon Master’s Guide. |
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☐ Driftwood Staff (Staff of Healing) | rare | CCC-DES01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid) |
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☐ Jeny's Hairpin (Javelin of Warning) | uncommon | CCC-VOTE-01-01 A Small Trifle | Show | |||
Notes:
Weapon (Javelin), uncommon (requires attunement) |
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☐ Jeny's Special Helper (Broom of Flying) | uncommon | CCC-DES-01-06 One Last Job | Show | |||
Notes:
Wondrous item, uncommon |
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☐ Dark Shard Amulet | common | CCC-DES-01-06 One Last Job | Show | |||
Notes:
Wondrous item, common (requires attunement by a warlock) |
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☐ Dagger of Blindsight | common | DDHC-DMM Dungeon of the Mad Mage: Level 6 | Show | |||
☐ Dwarven Thrower | very_rare | DDHC-DMM Dungeon of the Mad Mage: Level 15 | Show | |||
🗹 Night Cutter (Sword of Life Stealing) | rare | CCC-RCC-01-04 Black Bliss | Show | |||
Notes:
The blade of this scimitar is solid black and etched with intricate spider webs. |
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☐ Cloak of the Bat | rare | DDHC-DMM Dungeon of the Mad Mage: Level 18 | Show | |||
☐ Scintilmorn (Sun Blade) | rare | DDHC-DMM Dungeon of the Mad Mage: Level 18 | Show |