Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Farmer’s Pipe (Pipe of Smoke Monsters) common WBW-DC-ZODIAC-12 Seven Hamurai Show
Notes:
  1. Pipe of Smoke Monsters (Farmer’s Pipe) This scrimshaw pipe is made from the tusk of a primeval boar, etched with an ancient orc lyric. Unbreakable. The item can’t be broken; special means must be used to destroy it.
Familiar’s Cloak (Cloak of Displacement) very_rare WBW-DC-ZODIAC-13 Familiars Feast Show
Notes:

An elegant cloak made from the fur of a displacer beast, and blessed by an archfey. The cloak shimmers and shifts between midnight blue and black. Four tendrils weave at the back of the cloak with magical sentience.
Language. The bearer can speak and understand Sylvan language while the item is on the bearer’s person. The bearer can also understand the language of cats.

The archfey, the Familiar, imbues characters with a Cloak of Displacement to use. The characters can keep the Cloak of Displacement as part of a pact with an archfey.

Exploding Bamboo (Wand of Pyrotechnics) common WBW-DC-ZODIAC-13 Familiars Feast Show
Notes:

This red and gold wand is embossed with the thirteen symbols of the archfey of Samsara, taking the form of cute animals.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Ersatz Eye common Trade Log Show
Eldritch Claw Tattoo (Alpha’s Mark) uncommon WBW-DC-ZODIAC-11 The Curious Incident of the Blink Dog in the Feywilds Show
Notes:

A lupine paw print marks the skin.
Language. The bearer can speak and understand Primordial language while the item is on the bearer’s person. The bearer can also understand the language of dogs and canines.
The archfey, the Guardian, imbues characters with a Eldritch Claw Tattoo to use. The characters can keep the Eldritch Claw Tattoo as part of a pact with an archfey.

Driftwood Staff (Staff of Healing) rare CCC-DES-01-02 A Sanity Never Questioned Show
Notes:

Weapon, Rare
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Finally, this item floats on water and other liquids.
Its bearer has advantage on Strength (Athletic) checks to swim.

Driftglobe common Keys From the Golden Vault - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Dagger of Venom (Dagger +1) rare DDAL05-17 Hartkiller's Horn Show
Notes:

Weapon (dagger), rare

Flavor: The pommel of this wicked looking dagger looks like a black viper with aforked blade worked to resemble the tongue.

Chainmail +1 uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Carpet of Flying (3 ft. x 5 ft.) (Somersault Cloud) very_rare WBW-DC-ZODIAC-09 Monkey Magic Show
Notes:

A cloud-shaped magical item that follows the will of its bearer, letting them soar through the heavens.
Language. The bearer can speak and understand the Gith language while the item is on the bearer’s person.The bearer can also understand the language of apes, primates, and simians.

The archfey, the Stone Sage, imbues characters with a Carpet of Flying (3 ft. x 5 ft.) to use. The characters can keep the Carpet of Flying (3 ft. x 5 ft.) as part of a pact with an archfey.

Brooch of Shielding w/ Minor Sentinel Property uncommon SJ-DC-PHP-02: Hey! Daydreamer (playtest) Show
Notes:

Minor Property:
Sentinel - This item glows faintly when beholder-kin are within 120 feet of it.

Brooch of Shielding uncommon SJ-DC-SUS-01: Startship Under Siege (playtest 1) Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide.

This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.

Boots of the Winterlands uncommon DC-PoA-DCAF01: Let It Goat Show
Boots of Striding and Springing uncommon DDHC-TYP Chapter 4: White Plume Mountain Show
Boots of Striding and Springing uncommon Keys From the Golden Vault - Tockworth's Clockworks Show
Boots of Speed (Familiar’s Boots) rare WBW-DC-ZODIAC-13 Familiars Feast Show
Notes:

Wondrous Item, rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

A pair of furry cat pawed boots that shift and displace periodically.

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

Boots of Elvenkind uncommon DDAL-DRW-INT-03 A Red Day In Elventree Show
Bloodwell Vial +3 very_rare Trade Log Show
Belt of Hill Giant Strength rare Trade Log Show
Bag of Holding uncommon CCC-GARY-05 - The Shadows of the Trees Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.