Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Boots of Speed common DDAL06-02 - The Redemption of Kelvan Show
Notes:

Boots of Speed
Wondrous Item, Rare (requires Attunement)
These boots are embroidered with the image of a mountain venting a large plume of white smoke. While worn the bearer can understand and speak Gnomish.

Boots of False Track common DDAL10-00 - Ice Road Trackers Show
Pipe of Smoke Monsters common BMG-DRWEP-OD-02 The Burning of Aglarond (Tier 02) Show
Notes:

Pipe of Smoke Monsters
The latest fad among pirate fleet captains operating in the Sea of Fallen Stars; bragging rights for the bestcrafted smoke monster has led to a quietly fierce level of competition.

Pole of Collapsing common WBW-DC-ROG-01 Imagination Lost Show
Mystery Key (x9) common DDEP09-03 Liar's Night + Haunted Mansion Show
Notes:

Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Wocky Drawing (Spellwrought Tattoo) common SJ-DC-WONDER-CLV-01 - The Dreams Of The Little One Show
Notes:

Wonderous item (tattoo), common

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. This item is found in the Tasha’s Cauldron of Everything.

The tattoo depicts a crayon-drawing of a small topaz dragonling. The Spellwrought Tattoo has the spell resistance stored. This item has the following minor property:

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Linguistic Cloak of Billowing common WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The dark fabric, hewn from the snight sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Stygian Scale Mail (Smoldering Armor) common CCC-GSP02-02 Stygia Untamed + Infernal Encounters Session #1 Show
Notes:

Armor (scale mail), common

This light blue, ice like armor with closed helm included is light but durable. When exposed to the air, the humidity around the armor condenses into tiny droplets, becoming visible wisps of mist-like vapor.
A copy of the Nightsong Clan’s infernal contract is engraved all over the armor, reminding its wearer to search for the soul of Rem Nightsong and bring it to the Nine Hells.

This item can be found on the Common Magic Item Table in Xanathar’s Guide to Everything.

Ersatz Eye common DDAL10-00 - Ice Road Trackers Show
Wand of Pyrotechnics common WBW-DC-AA-ASHALON-02 Under the Cover of Stars Show
Notes:

This wand, created by the archfey Ananeira's research, releases miniature shooting stars. It can also provide light in the darkness. You can use a bonus action to shed bright moonlight in a 10-ft radius and dim light for another 10 ft.

Charlatan's Die common Easthaven DDEP-01 Terror In Ten-Town Show
Notes:

Wondrous Item, common (requires attunement)

This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.

Whenever you roll this twenty-sided die, you can control which number it rolls.

While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.

Stick of Directions (Pole of Collapsing with Compass Property) common WBW-DC-PHP-ORNG-02 Where Do They Go? Show
Notes:

Wondrous Item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

This item looks like a long wooden stick.

The wielder can use an action to balance the stick and it will always drop towards north.

Rod of the Pact Keeper +2 common DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Notes:

Rod, rare (requires attunement by a warlock)

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Horn of Silent Alarm common CCC-BMG-MOON6-3 Planar Convergence Show
Notes:

Wondrous item, common

The otherworldly tone of this horn sounds like the reverberation of clear crystals. The user and recipient of the horn’s signal feel a warm, calming sensation spreading across their bodies, which dissipates after one round.

Mithral Armor (Chainmail) uncommon DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Notes:

Heavy armor, uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Whip of Warning uncommon Trade Log Show
Notes:

Weapon (any), uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Boots of Striding and Springing uncommon DDHC-TYP-White Plume Mountain (session 3) Show
Stone of Goodluck uncommon DDHC-TYP-White Plume Mountain (session 3) Show
Wand of Magic Missiles uncommon DDHC-KGV - Keys from the Golden Vault (Chapter 11: Affair on the Concordant Express) Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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 crumbles into ashes and is destroyed.

Goggles of Night uncommon DDHC-TYP-White Plume Mountain (session 3) Show