Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Hat of Vermin (Piper's Hat) common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King 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.

Xanathar's Guide to Everything, pg. 137

“The dark blue wizard’s hat, decorated with silvery moons

and stars, has two adorable round black mouse ears. Using

the command word ‘Fantasia’ summons a non-combatant

shadow of rats.”

Guardian. The item whispers and squeaks warnings to its

bearer, granting a +2 bonus to initiative if the bearer isn’t

incapacitated.

Halfplate of Nightterror (Enspelled Breastplate: Nightterror) rare FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Halfplate of Nightterror (Enspelled Breastplate: Nightterror)
Armor (Medium Breastplate), Rare (Requires Attunement)

Magic Item Quirk (Metamorphic): The ghost can make itself invisible in case the wearer doesn't want a terrific looking ghostly breastplate, with skulls on it, visible when they walk into the local town.

Minor Property (Guardian): The ghost can see in all directions which makes it easier to spot enemies, it will want the wearer of the Breastplate if dangers are nearby and grants a +2 to initative.

Breastplate of Nightterror (Enspelled Breastplate)

Source: Dungeon Master's Guide

Armor (Medium Breastplate), Rare (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.

Phantom Steed (Spell)

Level 3 Illusion (Wizard)

Casting Time: 1 minute or Ritual
Range: 30 feet
Components: V, S
Duration: 1 hour

A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block, except it has a Speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage

Flavor:

."This enchanted breastplate is made of a bound ghosts soul that protects its "wearer", as best as it can, through the application of force against the incoming attacks. Which causes them to either be pushed back or, like in the case of arrows for example, change the trajectory of projectiles so that the protected creature isn't hit. The ghost itself is friendly and likes to chat with the wearer of the plate during downtime. This plate once belonged to Thom Lai, an Lich who no longer has use for it. The latent magic inside this item also allows the wearer to summon Thom Lai's personal steed Nightterror which faithfully transports them to their destination."

Enduring Spellbook common DDAL-00-05 Winter's Splendor Show
Notes:

Enduring Spellbook

Source: Xanathar's Guide to Everything

Wondrous item, common

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Dread Helm "Sarions Spare Helmet" common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Source: Xanathar's Guide to Everything

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?

Ch'winga Charm common DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain Show
Notes:

Charm of Snowball Strike.

This charm has 5 charges. As a bonus action, you can expend 1 of the charm’s charges to create a magical snowball in your hand and throw it. You must have a hand free to hold the snowball, or the charge is wasted. The snowball is a magic ranged weapon with which you are proficient.

It has a normal range of 20 feet and a long range of 60 feet, it deals 1d4 cold damage on a hit, and it scores a critical hit on a roll of 19 or 20. If you score a critical hit with the snowball, the target is blinded until the end of its next turn.

The snowball vanishes immediately after you hit or miss with it, or at the end of your turn if you don’t throw it. Once all its charges have been expended, this charm vanishes from you.

Boots of the Winterlands Waterdeep Provenance uncommon DDAL-00-05 Winter's Splendor Show
Notes:

Boots of the Winterlands — Waterdeep Provenance

Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.

"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."

"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."

"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."

Boots of Elvenkind uncommon Trade Log Show
Notes:

Boots of Elvenkind

Source: Dungeon Master's Guide

Wondrous item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Bloodhide Armor (Cast-Off Armor Breastplate) Minor Property (Guardian) common DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain Show
Notes:

Bloodhide Armor (Cast-Off Armor Breastplate)

(Breastplate, common)

Beschreibung:
Diese Brustplatte ist aus gehärtetem Leder, Knochenstücken und Fell gefertigt. In das innere Material sind rote Linien wie Adern eingearbeitet, die bei Berührung warm wirken – als würde in ihnen noch Blut fließen. Sie ist kein toter Gegenstand, sondern fühlt sich an, als sei sie ein Teil eines Jägers, der nie ganz gestorben ist.

Effekt:

Zählt als Cast-Off Armor (Breastplate): Du kannst die Rüstung mit einer Magic Action an- oder ablegen.

AC 14 + DEX (max. +2), keine Stealth-Nachteile.

Minor Property – Guardian: Das Rudelherz in der Rüstung warnt dich vor Gefahr. Du erhältst +2 auf Initiative, solange du nicht incapacitated bist.

Fluff – Anlegen:

Wenn du die Rüstung anlegst, legt sie sich wie von selbst eng um deinen Körper. Es fühlt sich an, als würde sich das Fell eines Raubtieres über deine Haut legen – nicht wie Kleidung, sondern wie ein zweites, wachsendes Fell. Für einen Moment riechst du nasses Fell und Blut, dein Herz schlägt schneller, und dann sitzt die Rüstung, als wäre sie schon immer Teil von dir gewesen.

Fluff – Ablegen:

Wenn du sie ablegst, gleitet das Fell fast von selbst von deinem Körper. Es wirkt, als würde der Wolf, der dich eben noch umhüllt hat, den Griff lösen – ein Gefühl wie kalter Wind, der plötzlich die Haut berührt, wenn der Rudelgeist dich wieder „freigibt“. Sie legt sich dann als Umhang um die Schultern des Trägers.

Bell of Silent Carols (Horn of Silent Alarm) common DDAL-00-05 Winter's Splendor Show
Notes:

Bell of Silent Carols (Horn of Silent Alarm)
Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.