Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Figurine of Wondrous Power : Ivory Goats rare WBW-DC-DGE-01 An Underdodge Story Show
Notes:

Wondrous item, (rarity varies by figurine)

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manuel for the creature's statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This item is found in the Dungeon Master’s Guide.

Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows

· The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.

· The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.

· The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

Your team's display of skills has earned you the favor of Sir Dodge, ruler of the Under-Court. Each member of your team has been awarded a three-headed goat trophy, which can be disassembled into three individual pieces. While you carry this trophy, you can hear that familiar satyr referee shout "Dodgeball!" at the first signs of trouble, granting you a +2 bonus to your initiative if you aren't incapacitated.

Driftwood Staff ( Staff of Healing ) rare Trade Log Show
Dragon's Lullaby Instrument of the Bards Mac-Fuirmidh Cittern uncommon CCC-GSP01-01 A Dragon’s Breath Show
Dagger of Venom rare DDAL04-11 The Donjon Show
Notes:

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Cloak of Protection uncommon Trade Log Show
Notes:

This Cloak displays a dizzying variety of eyes, including some that look decidedly otherworldy. These blind eyes stare sightlessly in all directions

Circlet of Blasting uncommon Trade Log Show
Notes:

This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn

Chain Mail +1 rare DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain Show
Boots of Elvenkind uncommon Trade Log Show
Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal Chapter 4 : White Plume Mountain Show
Belt of Fire Giant Strength very_rare Trade Log Show
Alchemy Jug uncommon Trade Log Show
Notes:

Wondrous item, uncommon

This jug is made of a thin metal strips bolted together. It is covered in dwarven runes in the form of night sky
constellations.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Unlocked Magic Items