Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Smiles common DDIA-XGE Underworld Speculation Show
Notes:

This wand was carved from black walnut and has a lacquered finish with a stylized grinning face carved into one end.

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. This item can be found in Xanathar’s Guide to Everything.

Pot of Awakening common DDIA-XGE Underworld Speculation Show
Notes:

This clay pot is stamped with an oak leaf, the holy symbol of Silvanus.

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. This item can be found in Xanathar’s Guide to Everything.

Ersatz Eye common DDIA-XGE Underworld Speculation Show
Notes:

When used, this orb swirls with a pearlescent mist within.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. This item can be found in Xanathar’s Guide to Everything.

Headband of Intellect uncommon DDAL05-16 Parnast Under Siege Show
Notes:

Wondrous Item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

Whip of Warning uncommon Trade Log Show
Notes:

Martial weapon, melee weapon, 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.

Flame Tongue (Longsword) rare Trade Log Show
Notes:

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Wand of Lightning Bolts rare DDEP07-02 Drums of the Dead Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This slender glass wand is wrapped in a tight coil of thin copper wire. When used, the wielder’s hair stands up on end.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.

Ring of Evasion rare DDEP07-02 Drums of the Dead Show
Notes:

*Ring, rare (requires attunement) *

This ring of dark wood drips thick, viscous oil that soaks through even the thickest gloves.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Trident +1 uncommon Trade Log Show
Notes:

You have a +1 bonus to Attack and Damage Rolls made with this weapon.

Brazier of Commanding Fire Elementals rare Trade Log Show
Notes:

Wondrous item, rare

This item is warm to the touch and it appears to be crafted from black iron. Sigils of flames cover its surface surrounding a symbol of the Cult of Eternal Flame painted in orange and red.

While a fire burns in this brass brazier, you can use an Action to speak the brazier’s Command word and summon a Fire Elemental, as if you had cast the Conjure Elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

Cultist Robes (Mantle of Spell Resistance) rare WBW-DoC-02 They Take as They Please Show
Notes:

Wondrous item, rare (requires attunement)

You have advantage on Saving Throws against Spells while you wear this cloak.

Old tattered robes covered in seals, deep runes and small bone charms, and when worn, it constantly seems to mutter and whisper obscure chants. The mask can be placed on the head like a hood.If worn with the mask on, attunement to this item only takes one minute.

Hag's Headgear (Hat of Vermin) common WBW-DoC-02 They Take as They Please Show
Notes:

Wondrous item, Common

This hat has 3 Charges. While holding the hat, you can use an Action to expend 1 of its Charges and speak a Command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor Hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended Charges daily at dawn.

Made of doubtful leather, this lice filled hat smells terrible, but exhales a particular smell of rotten corpse whenever an animal is within 120ft of it. When used, the user will feel an intense but short flash of pain through their whole body unless they are a fey.

Gweme's Horn (Horn of Valhalla (Silver)) rare WBW-DoC-03 The Long Way Home Show
Notes:

Wondrous item, rare

You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They return to Ysgard 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.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

A fractured horn belonging to the mysterious archfey who rules over the Domain of Contemplation. Strangely empty, it is white as snow, lighter than paper and harder than steel. The owner of this item can innately speak, read and understand deep speech.
The creatures summoned by this horn are hideous and speak only in deep speech.

Pipe of Smoke Monsters common WBW-DoC-03 The Long Way Home Show
Notes:

adventuring gear (wondrous item)

While smoking this pipe, you can use an Action to exhale a Puff Of Smoke that takes the form of a single creature, such as a Dragon, a Flumph, or a Froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary Puff Of Smoke.

Having stayed in the domain of contemplation long enough, impregnated in the essence of this plane, the smoke figures made by this bone pipe swirl and dance in gracious patterns, reminiscent of the wind blowing through the high grass of the feywild domain. It soothes stress and has a calming effect those who admire them.