Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
UC - Goggles of Night uncommon DDAL10-01 The Frozen North - Part 4: The Thing Show
Notes:

Wondrous item, uncommon

These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

UC - Lathai´s saddle (Saddle of the Cavalier) + 10 DT common DDAL00-02F: The Definition of Heroism Show
Notes:

Lathai’s Saddle

Constructed by sea elves and made of hardened
seaweed and lily pads, this item allows the mount to understand you.

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

UC - Mariner´s armor (Scale Mail) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Constructed of flat, smooth, and overlapping river stones, this set of scale mail is surprisingly light and mobile.

While wearing the armor, you need half the water normally required to stave of exhaustion.

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

UC - Quiver of the centaurs (Quiver of Ehlonna) + 250 gp uncommon DDHC-SKT Storm King’s Thunder Chapter 3 Ende Show
Notes:

Quiver of the Centaurs

Crafted from the black, chitinous hide of a giant spider with goldleaf etchings of centaur warriors, the quiver gives
you advantage on social interaction checks to improve the attitude of centaurs.

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

UC - Rotsalve uncommon RMH-EP-01 The Grand Masquerade Show
Notes:

Rotsalve
Wondrous item, uncommon

Rotsalve functions as Keoghtom’s ointment which is found in the Dungeon Master’s Guide.

This salve is made of rendered humanoid fat. The putrid scent of the ointment attracts the ire of the undead, and for 1 hour after a creature receives the ointment, attack rolls by undead against that creature are made with advantage.

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 Hit Points, ceases to be Poisoned, and is cured of any disease.

UC - The Night Queen´s eyes (Goggles of Night) + 250gp uncommon CCC-GOC-0102 Cairns of Rot Show
Notes:

The Night Queen´s Eyes

Once belonging to an archfey known as the Night Queen, these obsidian gemstones fit over the eyes, and you perceive others´faces as sinister countenances.

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

VR/AT - Grig fiddle (Anstruth harp) + 30 DT very_rare DDAL10-02 Gnashing Teeth Show
Notes:

This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it
shrinks back down to its original size when not in use.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
* Control Weather
* Cure Wounds (5th level)
* Wall of Thorns

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.