Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Quaal's Feather Token (Bird) rare DDHC-TYP-1 : The Sunless Citadel Show
Notes:

Wondrous item, rare

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use Effect.

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the Statistics of a roc, but it obeys your simple commands and can’t Attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as an action.

Wand of Entangle uncommon DDHC-TYP-1 : The Sunless Citadel Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the entangle spell (save DC 13) from it.

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.

Shatterspike uncommon DDHC-TYP-1 : The Sunless Citadel Show
Notes:

Weapon (longsword), uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.

Hat of Disguise uncommon SJ-DC-MAT - Isle of Mat Show
Notes:

Wondrous item, Uncommon

This black pointy hat is typical of a magic user. While visibly wearing this hat, you have advantage on persuasion or deception rolls to convince people you are a witch or a wizard.

Spellwrought Tattoo : Spare the Dying common SJ-DC-MAT - Isle of Mat Show
Notes:

Wondrous item (tattoo), Common

Produced by a Special needle, this magic tattoo contains a single cantrip, 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 spell's saving throw DC is 13, the Attack bonus is +5, and the Spellcasting ability modifier is +3.

Greatsword +1 uncommon DM Reward from stack Show
Notes:

Weapon (greatsword), uncommon

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

Pipes of the Sewers uncommon DDEX3-6 No Foolish Matter Show
Notes:

Wondrous item, uncommon (requires attunement)

These pipes have an intricate pattern of whorls carved into them. When inspected closely, the whorls are actually a tiny poem in ancient Thorass called “Maedra’s Home.”

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.

The pipes have 3 Charges. If you play the pipes as an action, you can use a Bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.

Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no Actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

Tyr's Justice (Greatsword +2) rare DM Reward from stack Show
Notes:

Weapon (greatsword), rare (+2)

You have +2 bonus to attack and damage rolls made with this magical greatsword. In addition, the weapon has the Guardian minor property, which whispers warnings to you, granting you a +2 bonus to initiative, providing you aren't incapacitated

Adamantine Plate uncommon DM Reward from stack Show
Notes:

Armor (plate), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

Amulet of the Devout +1 uncommon Purchase Log Show
Notes:

Wondrous item, uncommon (requires Attunement by a Cleric or paladin)

This Amulet bears the Symbol of a deity inlaid with precious stones or metals. While you wear the holy Symbol, you gain a +1 bonus to spell Attack rolls and the saving throw DCs of your Spells.

While you wear this Amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.