Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Horn of SIlent Alarm common DDEP10-00 - The Great Knucklehead Rally 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.

Boots of the Winterlands uncommon Trade Log Show
Amulet of Health rare Rime of the Frostmaiden HC Show
Notes:

Requires Attunement

Your Constitution score is 19 while you wear this Amulet. It has no Effect on you if your Constitution score is already 19 or higher.

Wand of the Warmage +1 uncommon Renown Item Show
Instrument of Scribing common DC-PoA Tragedy, Treasure and Truth : Seed: X Marks the Spot Show
Notes:

Instrument of Scribing

Wondrous item, instrument, minor tier, common (requires attunement)

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

See the Tool Proficiencies entry for more information.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History.
Your expertise aids you in recalling lore related to your instrument.

Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20

Boots of False Tracks common DC-PoA It comes at night, I think : My, What Big Feet You Have Show
Notes:

Wondrous item, minor tier, 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.

Dagger of Blindsight rare DDHC-DMM Dungeon of the Mad Mage Show
Notes:

Dagger of Blindsight
Weapon (dagger), rare

This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel.

Dwarven Thrower very_rare DDHC-DMM Dungeon of the Mad Mage Show
Cloak of the Bat rare DDHC-DMM Dungeon of the Mad Mage Show
Notes:

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 with both hands and use it to fly at a 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 flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Scintilmorn (Sun Blade) rare DDHC-DMM Dungeon of the Mad Mage Show
Notes:

Sun Blade Melee weapon, rare 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 hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.

Mace of Smiting rare DDHC-DMM Level 21: Terminus Show
Notes:

Weapon (mace), rare

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. The bonus increases to +3 when you use the mace to Attack a Construct.

When you roll a 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.