Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Emerald Pen
uncommon
Trade Log
Show
Rebel's Yell ( Battleaxe +1 )
uncommon
CCC-RPR-01 Eyes of Blood
Show
Notes:
You gain a +1 bonus tp attacl and damage rolls made with this magical battleaxe. In addition, the weapon has the War Leader minor property, which allows you to use an action to cause your voice to carry clearly for up to 300 feet until the end of your turn.
Vambracers of Blood ( Bracers of Archery )
uncommon
DC-PoA-TDG-01-02 Blood Hunters
Show
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. These bracers depict a serpentine creature with three eyes encrusted with blood red rubies. Arrows shot while attuned to this item will reshape as blood coloured arrows.
Arcane Grimoire +1
uncommon
Purchase Log
Show
Notes:
T2 item reward
Lute of Illusions
common
Trade Log
Show
Notes:
While you are playing this magic lute, you can create harmless, illusory cisual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magic effects have neither substance nor sound, and the are obviously illusory. The effects end when you stop playing.
Catmon Cards - Deck of Illusions
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. This deck has 15 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide.
Illuminator's Tattoo
common
DC-WBW-BIRE-05: Convalescence and Contagion
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
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.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
When using the Magical Scribing portion of this tattoo you experience harmless flashes of pain. This item is found in the Tasha’s Cauldron of Everything.
Cloak of Many Fasions
common
DC-WBW-BIRE-06
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in the Xanathar’s Guide to Everything.
This cloak is unbreakable and cannot be torn, ripped, or be destroyed unless the original creator destroys it themselves. The original creator’s name has been lost in the annals of time.
Bracers of Defense
rare
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Horn of Valhalla ( Silver )
rare
DC-WBW-BIRE-07 : Convergence and Culmination
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
When this saxophone of Valhalla is used to summon warrior spirits, the berserkers wield s-axe-ophones rather than their regular greataxes (no mechanical difference). Also, while wielding the saxophone, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn.
Wand of Pyrotechnics
common
DC-WBW-BIRE-07 : Convergence and Culmination
Show
Notes:
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
While underground, you always know how far below the surface you are and the direction to the nearest staircase, ramp, or other path leading upward, because launching pyrotechnics underground is unsafe.
Iron Bands of Bilarro
rare
DDAL-DRW-01 Breaking Umberlee's Resolve
Show
Mistletoe Wand (Wand of Pyrotechnics)
common
WBW-DC-TREY-01
Show
Notes:
Mistletoe Wand (Wand of Pyrotechnics) (Common)
Functions per Xanathar's Guide to Everything
The fireworks appear as tiny, colorful pixies, sprites & other similar fey & woodland creatures.
This wand is crafted from a smooth Mistletoe branch and has tiny intricate scenes of woodland festivities that magically activate when the wand is held. The wielder can command the wand to sprout a set of leaves & berries on the end, suitable for use in winter holiday traditions. :) The bearer can speak Sylvan while the wand is on their person. (Language minor benefit)
Lord Trey's Leaves ( Mantle of Spell Resistance )
rare
WBW-DC-TREY-01
Show
Notes:
(Rare, Attunement)
Functions per the DMG
This cloak is crafted from living leaves. It’s coloration changes with the season. Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated. (Guardian minor benefit)
Staff of the Woodlands
rare
WBW-DC-IDL1 One for Sorrow
Show
Notes:
Carved in Sylvan all along the length of this oak staff is the counting rhyme:
One for Sorrow, Two for Joy.
Three For a Girl, Four for Boy.
Five for Silver, Six for Gold.
Seven for a Secret Never to be Told.
When turned upside down, the rhyme instead reads:
One for Sorrow, Two for Mirth.
Three For a Funeral, Four for Birth.
Five for Heaven, Six for Hell.
Seven for the Devil, His Own Self.
The staff has the song craft minor property. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song about birds.
Bracers of Defense
rare
WBW-DC-IDL-2 Two for Flinching
Show
Notes:
Embroidered in Sylvan along the cuff of these bracers is the couting rhyme:
One for Sorrow, Two for Morth.
Three for a Funeral, Four for Birth.
Five for Heaven, Six for Hell.
Seven for the Devil, His Own Self.
When turned upside down, the rhyme instead reads :
One for Sorry, Two for Joy.
Three for a Girl, Four for Boy.
Five for Silver, Six for Gold.
Seen for a Secret Never to be Told.
These bracers have the harmonious minor propertl. Attuning to this item takes only 1 minute.
Talking Doll
common
WBW-DC-IDL-2 Two for Flinching
Show
Notes:
This wooden figure is 4 inches tall, and carved to resemble me. The figure is beautifully and accurately painted with 11 points of articulation.
Boots of Striding and Springing
uncommon
CCC-GHC-BK2-05 Finglebruggle's Phantomball Field
Show
Knick-Knack Stick ( Pole of Collapsing )
common
WBW-DC-IDL-03 Three for Free
Show
Notes:
This item has the Waterborne minor property. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
This exquisitely carved walking stick no longer has any connection to TOM or his Parasitic Domain.
Great Jackdaw Beak ( Silver Horn of Valhalla )
rare
WBW-DC-IDL-03 Three for Free
Show
Notes:
This item has the War Leader minor property. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
This horn is made out of a giant jackdaw’s beak. The berserkers summoned by this horn are echoes of TOM’s victims and have no discernable features.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Emerald Pen | uncommon | Trade Log | Show | |||
Rebel's Yell ( Battleaxe +1 ) | uncommon | CCC-RPR-01 Eyes of Blood | Show | |||
Notes:
You gain a +1 bonus tp attacl and damage rolls made with this magical battleaxe. In addition, the weapon has the War Leader minor property, which allows you to use an action to cause your voice to carry clearly for up to 300 feet until the end of your turn. |
||||||
Vambracers of Blood ( Bracers of Archery ) | uncommon | DC-PoA-TDG-01-02 Blood Hunters | Show | |||
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. These bracers depict a serpentine creature with three eyes encrusted with blood red rubies. Arrows shot while attuned to this item will reshape as blood coloured arrows. |
||||||
Arcane Grimoire +1 | uncommon | Purchase Log | Show | |||
Notes:
T2 item reward |
||||||
Lute of Illusions | common | Trade Log | Show | |||
Notes:
While you are playing this magic lute, you can create harmless, illusory cisual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magic effects have neither substance nor sound, and the are obviously illusory. The effects end when you stop playing. |
||||||
Catmon Cards - Deck of Illusions | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon This box contains a set of parchment cards. This deck has 15 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The version of the deck that appears in this adventure contains the cards and forms the illusions listed in the table to the right. This small deck of illustrated playing cards comes wrapped in a shiny envelope. One never knows which card they will receive! The cards inside are brightly colored, featuring a variety of creatures in dynamic poses. A small Kozakuran signature on the lower left-hand corner of the card reads “Sugimori K.” One rare foil card guaranteed in each pack! This item can be found in the Dungeon Master’s Guide. |
||||||
Illuminator's Tattoo | common | DC-WBW-BIRE-05: Convalescence and Contagion | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. 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. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. When using the Magical Scribing portion of this tattoo you experience harmless flashes of pain. This item is found in the Tasha’s Cauldron of Everything. |
||||||
Cloak of Many Fasions | common | DC-WBW-BIRE-06 | Show | |||
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. This item is found in the Xanathar’s Guide to Everything. This cloak is unbreakable and cannot be torn, ripped, or be destroyed unless the original creator destroys it themselves. The original creator’s name has been lost in the annals of time. |
||||||
Bracers of Defense | rare | Trade Log | Show | |||
Notes:
Wondrous item, rare (requires attunement) |
||||||
Horn of Valhalla ( Silver ) | rare | DC-WBW-BIRE-07 : Convergence and Culmination | Show | |||
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. When this saxophone of Valhalla is used to summon warrior spirits, the berserkers wield s-axe-ophones rather than their regular greataxes (no mechanical difference). Also, while wielding the saxophone, you can use an action to cause your voice to carry clearly for up to 300 feet until the end of your next turn. |
||||||
Wand of Pyrotechnics | common | DC-WBW-BIRE-07 : Convergence and Culmination | Show | |||
Notes:
Wand, common This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. While underground, you always know how far below the surface you are and the direction to the nearest staircase, ramp, or other path leading upward, because launching pyrotechnics underground is unsafe. |
||||||
Iron Bands of Bilarro | rare | DDAL-DRW-01 Breaking Umberlee's Resolve | Show | |||
Mistletoe Wand (Wand of Pyrotechnics) | common | WBW-DC-TREY-01 | Show | |||
Notes:
Mistletoe Wand (Wand of Pyrotechnics) (Common) Functions per Xanathar's Guide to Everything The fireworks appear as tiny, colorful pixies, sprites & other similar fey & woodland creatures. This wand is crafted from a smooth Mistletoe branch and has tiny intricate scenes of woodland festivities that magically activate when the wand is held. The wielder can command the wand to sprout a set of leaves & berries on the end, suitable for use in winter holiday traditions. :) The bearer can speak Sylvan while the wand is on their person. (Language minor benefit) |
||||||
Lord Trey's Leaves ( Mantle of Spell Resistance ) | rare | WBW-DC-TREY-01 | Show | |||
Notes:
(Rare, Attunement) Functions per the DMG This cloak is crafted from living leaves. It’s coloration changes with the season. Due to its connection with living things & nature, the wearer is slightly more alert than normal, granting a +2 bonus to initiative if the wearer isn't incapacitated. (Guardian minor benefit) |
||||||
Staff of the Woodlands | rare | WBW-DC-IDL1 One for Sorrow | Show | |||
Notes:
Carved in Sylvan all along the length of this oak staff is the counting rhyme: |
||||||
Bracers of Defense | rare | WBW-DC-IDL-2 Two for Flinching | Show | |||
Notes:
Embroidered in Sylvan along the cuff of these bracers is the couting rhyme: |
||||||
Talking Doll | common | WBW-DC-IDL-2 Two for Flinching | Show | |||
Notes:
This wooden figure is 4 inches tall, and carved to resemble me. The figure is beautifully and accurately painted with 11 points of articulation. |
||||||
Boots of Striding and Springing | uncommon | CCC-GHC-BK2-05 Finglebruggle's Phantomball Field | Show | |||
Knick-Knack Stick ( Pole of Collapsing ) | common | WBW-DC-IDL-03 Three for Free | Show | |||
Notes:
This item has the Waterborne minor property. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
||||||
Great Jackdaw Beak ( Silver Horn of Valhalla ) | rare | WBW-DC-IDL-03 Three for Free | Show | |||
Notes:
This item has the War Leader minor property. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. |