Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Censer of Controlling Air Elementals
rare
FR-DC-TOB-06 The Fear of Fiends
FR-DC-TOB-06 The Fear of Fiends
Show
Notes:
While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.
Cloak of Protection
uncommon
CCC-WWC-04 The Black Hand
CCC-WWC-04 The Black Hand
Show
Gloves of Missile Snaring
uncommon
FR-DC-TOB-08 Pool of Annihilation
FR-DC-TOB-08 Pool of Annihilation
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Luckstone
uncommon
DDHC00-GSM The Sinnister Secret of Saltmarsh
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh)
Ring of Swimming
uncommon
DDHC - CM - A Deep and Creeping Darkness
Trade Log
Show
Notes:
You have a Swim Speed of 40 feet while wearing this ring.
Ring of Warmth
uncommon
CCC-WWC-05 Tyrant of Orcs
CCC-WWC-05 Tyrant of Orcs
Show
Notes:
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Sending Stones
uncommon
FR-DC-FOS-05 The Pasha’s Prize
FR-DC-FOS-05 The Pasha’s Prize
Show
Notes:
Wondrous item, uncommon
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.
Quirk: Blissful
While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
Shadoowfell Brand Tattoo
rare
FR-DC-TOB-08 Pool of Annihilation
FR-DC-TOB-08 Pool of Annihilation
Show
Notes:
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
This needle is made of black crystal. When it touches the skin, inky spirals coil across it, depicting monks locked in battle with ghastly undead creatures, the tattoo seems almost alive — its figures twisting and striking in eternal motion.
Sentinel Minor Property. When undead creatures are within 120 feet, the tattoo pulses with an eerie green light, as if the warriors within awaken to face their ancient foes once more.
Shortsword +1
uncommon
Level 5 Item
Level 5 Item
Show
Trident of Fish Command
uncommon
CCC-WWC-02 Dark Waters of Hate
CCC-WWC-02 Dark Waters of Hate
Show
Notes:
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Viscious Shortsword
rare
DDHC-KftGV-05 - Tockworth's Clockworks
Trade Log
Show
Notes:
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Wand of Magic Missiles
uncommon
CCC-WWC-01 In the Face of Fear
CCC-WWC-01 In the Face of Fear
Show
Notes:
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Censer of Controlling Air Elementals | rare | FR-DC-TOB-06 The Fear of Fiends | FR-DC-TOB-06 The Fear of Fiends | Show | ||
|
Notes:
While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn. |
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| Cloak of Protection | uncommon | CCC-WWC-04 The Black Hand | CCC-WWC-04 The Black Hand | Show | ||
| Gloves of Missile Snaring | uncommon | FR-DC-TOB-08 Pool of Annihilation | FR-DC-TOB-08 Pool of Annihilation | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand. |
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| Luckstone | uncommon | DDHC00-GSM The Sinnister Secret of Saltmarsh | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The stone can’t be used this way again until the next dawn. Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot discard the stone, which immediately teleports back into your pocket or pack. After you use the stone’s magic, your next two ability checks are made with disadvantage. (The Sinister Secret of Saltmarsh) |
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| Ring of Swimming | uncommon | DDHC - CM - A Deep and Creeping Darkness | Trade Log | Show | ||
|
Notes:
You have a Swim Speed of 40 feet while wearing this ring. |
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| Ring of Warmth | uncommon | CCC-WWC-05 Tyrant of Orcs | CCC-WWC-05 Tyrant of Orcs | Show | ||
|
Notes:
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower. |
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| Sending Stones | uncommon | FR-DC-FOS-05 The Pasha’s Prize | FR-DC-FOS-05 The Pasha’s Prize | Show | ||
|
Notes:
Wondrous item, uncommon 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. Quirk: Blissful While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence. |
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| Shadoowfell Brand Tattoo | rare | FR-DC-TOB-08 Pool of Annihilation | FR-DC-TOB-08 Pool of Annihilation | Show | ||
|
Notes:
Wondrous item (tattoo), rare (requires attunement) Produced by a special needle, this magic tattoo is dark in color and abstract. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset. This needle is made of black crystal. When it touches the skin, inky spirals coil across it, depicting monks locked in battle with ghastly undead creatures, the tattoo seems almost alive — its figures twisting and striking in eternal motion. Sentinel Minor Property. When undead creatures are within 120 feet, the tattoo pulses with an eerie green light, as if the warriors within awaken to face their ancient foes once more. |
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| Shortsword +1 | uncommon | Level 5 Item | Level 5 Item | Show | ||
| Trident of Fish Command | uncommon | CCC-WWC-02 Dark Waters of Hate | CCC-WWC-02 Dark Waters of Hate | Show | ||
|
Notes:
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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| Viscious Shortsword | rare | DDHC-KftGV-05 - Tockworth's Clockworks | Trade Log | Show | ||
|
Notes:
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Wand of Magic Missiles | uncommon | CCC-WWC-01 In the Face of Fear | CCC-WWC-01 In the Face of Fear | Show | ||
|
Notes:
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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