C

Magic Item Lists / Text

C

Candle of Invocation

Wondrous Item, Very Rare (Requires Attunement)

This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table.

| | 1d100 | Result
| 1-5 | Abyss
| 55-59 | Gehenna
| 6-10 | Acheron
| 60-64 | Hades
| 11-17 | Arborea
| 65-69 | Limbo
| 18-25 | Arcadia
| 70-77 | Mechanus
| 26-33 | Beastlands
| 78-85 | Mount Celestia
| 34-41 | Bytopia
| 86-90 | Nine Hells
| 42-46 | Carceri
| 91-95 | Pandemonium
| 47-54 | Elysium
| 96-100 | Ysgard

Cape of the Mountebank

Wondrous Item, Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Carpet of Flying

Wondrous Item, Very Rare

You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

| | 1d100 | Result
| 1-20 | 3 × 5 ft. | 200 lb. capacity | 80 ft. Fly speed
| 21-55 | 4 × 6 ft. | 400 lb. capacity | 60 ft. Fly speed
| 56-80 | 5 × 7 ft. | 600 lb. capacity | 40 ft. Fly speed
| 81-100 | 6 × 9 ft. | 800 lb. capacity | 30 ft. Fly speed

Censer of Controlling Air Elementals

Wondrous Item, Rare

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.

Chime of Opening

Wondrous Item, Rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet.
The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Circlet of Blasting

Wondrous Item, Uncommon

While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.

Cloak of Arachnida

Wondrous Item, Very Rare (Requires Attunement)

This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
Poison Resistance. You have Resistance to Poison damage.
Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.

Cloak of Displacement

Wondrous Item, Rare (Requires Attunement)

While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.

Cloak of Elvenkind

Wondrous Item, Uncommon (Requires Attunement)

While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

Cloak of Invisibility

Wondrous Item, Legendary (Requires Attunement)

This cloak has 3 charges and regains 1d3 expended charges daily at dawn . While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.

Cloak of Protection

Wondrous Item, Uncommon (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Cloak of the Bat

Wondrous Item, Rare (Requires Attunement)

While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Cloak of the Manta Ray

Wondrous Item, Uncommon (Requires Attunement)

While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

Crystal Ball

Wondrous Item, Very Rare (Requires Attunement)
While touching this crystal orb, you can cast Scrying (save DC 17) with it.

Crystal Ball of Mind Reading

Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can cast Detect Thoughts (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts spell to maintain it during its duration, but it ends if the Scrying spell ends.

Crystal Ball of Telepathy

Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast Suggestion (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends. You can't cast Suggestion in this way again until the next dawn.

Crystal Ball of True Seeing

Wondrous Item, Legendary (Requires Attunement)

While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.

Cube of Force

Wondrous Item, Rare (Requires Attunement)

This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces | | Spell | Charge Cost
| Mage Armor | 1
| Shield | 1
| Tiny Hut | 3
| Private Sanctum | 4
| Resilient Sphere | 4
| Wall of Force | 5

Cubic Gate

Wondrous Item, Legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.
Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.