Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Wand of Secrets uncommon CCC-DES02-01 Those Who Are Eaten Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ The Staff of Shoon (Blast Scepter) very_rare FR-DC-NUKE-03 The Sapphire Hoard Show
Notes:

An ivory shaft topped with a sapphire the size of a human fist. Waves of black necrotic energy spill down from the gem, flowing like water over the twisted horns of long dead unicorns that make up the shaft of this rod.

Blast – The unicorn horns blast out, causing thunder damage to all in the area of effect.
Quirk– Any sentient creatures faithful to Lurue, Mielikki, and Silvanus, especially unicorns, can sense the corrupted presence of the unicorn’s horns and their bearer. While they may not fully understand why, any of the above creatures or people within 100 yards of the bearer of the Staff of Shoon can unerringly locate the person (no matter what attempts to hide are made, including normally inscrutable magic) like a bad smell.

☐ Tankard of Sobriety common SJ-DC-ETA You Are My Sunshine Show
Notes:

This turnip-shaped tankard comes straight from the top shelf of Yansun Yan’s mini-bar. He swears that Prince Andru himself wanted this exact tankard for the “Annual Turnip-Beer Drinking Gauntlet.” It is made from kiln dried mashed turnips. This tankard has the Strange Material minor property: The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

☐ Talking Doll common SJ-DC-TST-02 Datu Show
🗹 Studded Leather +2 very_rare CCC-TRI-23 Sub Rosa Show
Notes:

You have a +2 bonus to AC while wearing this armor.

This set of sky blue magical studded leather armor once belonged to a cloud giant resident of Skyelinjeheim. It resizes to ft its wearer, and images of translucent white clouds drift slowly across the armor constantly.

This item can be found in the Dungeon Masters Guide.

☐ Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Shadowsong Lute (Doss Lute) uncommon CCC-DES-04-02 A Hell of a Party Show
Notes:

Wondrous item, uncommon (requires attunement by a bard)
This elegant instrument is wrought of rare wood from the Feywild, and when played, it glows, and shadows dance across nearby surfaces as ghostly voices sing softly in Sylvan. In addition to the normal properties of a Doss lute, attuning to the instrument grants proficiency in Sylvan and the lute glows warmly when fey are within 120 feet of it, shedding dim light for 10 feet and making the shadows dance.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, animal friendship, protection from energy (fire only), protection from poison

☐ Sekolah’Thriss, the Sharkskin Cloak uncommon CCC-DES-02-03 Those Whe Eat Show
Notes:

Wondrous item, uncommon, unique

Game Abilities.
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.

Appearance.
This item is a silvery cloak of cured snake skin, with scales still adorning the outside. The cloak is clasped by a wicked-looking shark tooth.

Lore.
Divination magic determines this item possesses a dark power. If legend lore or similar magic is cast upon this cloak, the caster learns this garment’s ancient history. It is named Sekolah’Thriss, which translates from Sahuagin as “Sekolah’s Fang.” The cloak is rumored to be clasped with one of the shark god’s teeth, shed in combat millenia ago. Sekolah’Thriss still radiates Sekolah’s divine power, an effect noticeable to sharks and sahuagin.

Story Impact.
Possession of this item will almost certainly draw the attention of Sekolah and those that follow the dark god.

☐ Rod of Hellish Flames (Temperate) very_rare FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar Show
Notes:

This rod bears the marks of the followers of Szass Tam. It always feels tepid to the touch, seemingly ignoring the environment around it and while you touch it so do you. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. The disdain it has for its surroundings may also rub off on the bearer as irritability or a lack of patience.

☐ Ring of Regeneration very_rare SJ-DC-TST-02 Datu Show
☐ Ring of Regeneration very_rare SJ-DC-AMAK-02 Enemy Within Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗵 Orb of Time common CCC-DES-02-02 On a Six-Fingered Trail Show
Notes:

Four symbols adorn this orb equidistant on its equator. Depending on the time of day, one of the symbols light up. A half circle on a line represents morning, a circle over a line is afternoon, a half circle under a line is evening, and a line is nighttime.

☐ Mithral Splint Armor uncommon CCC-DES-02-02 On a Six-Fingered Trail Show
Notes:

Stylized into the plates and embossed on the gauntlets is the symbol of the former First Lord of Hillsfar, Torin Nomerthal. This tyrannical leader reinstated the “Great Law of Humanity” which barred nonhumans from entering the city. Any character wearing this set of armor suffers disadvantage on Charisma checks against creatures who were against the “Great Law of Humanity”.

☐ Lock of Trickery common FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar Show
🗹 Instrument of the Bards (Canaith Mandolin) rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗵 Horn of Silent Alarm common SJ-DC-AMAK-02 Enemy Within Show
Notes:

Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

🗵 Grim Doll common CCC-DES02-01 Those Who Are Eaten Show
Notes:

Wondrous item, common (requires attunement)
This wood and fabric doll resembles a handsome man with ebony skin and curiously six-fingered hands. Its mouth sports a rakish grin. At times, the doll moves during while nobody is watching, and at times will say phrases of its own that hold a seductive malice.
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “Your eyes will run with blood.”
This doll functions in all other ways as a Talking Doll

☐ Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗹 Figurine of Wondrous Power - Ebony Fly rare SJ-DC-AMAK-01: You better watch out Show