Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Boots of false tracks (C) common DC-PoA-CONMAR-07 Counting Kobolds DC-PoA-CONMAR-07 Counting Kobolds Show
Notes:

Wondrous Item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Smoldering half plate (C) common FR-DC-JK-ZORBANGA The Lost Relics of Zorbanga FR-DC-JK-ZORBANGA The Lost Relics of Zorbanga Show
Notes:

Armor (Half Plate Armor), Common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Beacon property.

Talking Doll (C,A) common WBW-DC-CONMAR-11 Serenade of Sandy Shore WBW-DC-CONMAR-11 Serenade of Sandy Shore Show
Notes:

Talking Doll
Wondrous Item, common (requires attunement)

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 you can 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, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

The doll looks like a small pirate with a black eyepatch with a clover woven into it.

Orb of direction (C) common FR-DC-ONI-02 Battlefield Blooms FR-DC-ONI-02 Battlefield Blooms Show
Notes:

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Heward's Handy Spice Pouch (C) common CCC-SEA-01-02 Oh, Not the Bees! CCC-SEA-01-02 Oh, Not the Bees! Show
Notes:

Wondrous Item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

A small, slightly damp leather pouch that is a Heward’s Handy Spice Pouch.

Masquerade Tattoo (C,A) common DC-PoA-CONMAR-02 Put That Thing Right Back DC-PoA-CONMAR-02 Put That Thing Right Back Show
Notes:

wondrous item (tattoo), common (requires attunement), ,

Value/Weight:

Details:
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

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.

Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Staff of Adornment (C) common WBW-DC-PHP-01 Pot Luck! WBW-DC-PHP-01 Pot Luck! Show
Notes:

Staff of Adornment
Staff, commonn

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Clockwork Amulet (C) common DDAL10-08 Volatile Thoughts DDAL10-08 Volatile Thoughts Show
Notes:

Clockwork Amulet
Wondrous item, Common
This amulet is a silver dragon’s head encircled by a brass ring studded with ten tiny diamonds that twinkle like stars when the amulet is activated.

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.