Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Story Award: An unending Story
common
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures.
Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship.
(Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures!)
Pipe of Rememberance
common
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, common.
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Spellscroll of Plotarmor (Revivify)
common
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
"Weil es langweilig ist wenn die Helden zu früh sterben natürlich!"
-Amu
Wolfclaw Gauntlets (Gauntlets of Ogre Power) Minor Property Sentinel (Beasts)
uncommon
DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain
Show
Notes:
Wolfclaw Gauntlets (Gauntlets of Ogre Power)
Wondrous Item, Uncommon (Requires Attunement)
Description:
These gloves are made of coarse leather inlaid with wolf and beast claws. They appear rough and raw, but as soon as you slip them on, you feel something alive within them—as if they weren't being worn, but rather become part of your body.
Effect:
Sets your Strength to 19 while wearing them.
- Minor Property – Sentinel (Beasts): The claws begin to glow faintly reddish when beasts are within 120 feet.
- Fluff: The glow is like raised fur or a growl from deep within your chest. It's not a visual alarm, but an instinctive glow that makes you feel, "Something's alive out there."
Fluff – Putting on:
When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head.
Fluff – Taking them off:
When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away.
Instrument of the bards (Doss Lute) Piper's Pipa)
uncommon
WBW-DC-ZODIAC-01 The Pied Piper and the Rat King
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Bard)
An instrument of the bards is an exquisite example of its
kind, superior to an ordinary instrument in every way.
Seven types of these instruments exist, each named after a
legendary bard college. A creature who attempts to play the
instrument without being attuned to it must succeed on a
DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of
its spells: Fly, Invisibility, Levitate, Protection from Evil and
Good, Animal Friendship, Protection from Energy (fire only),
or Protection from Poison. Once the instrument has been
used to cast a spell, it can’t be used to cast that spell again
until the next dawn. The spells use your spellcasting ability
and spell save DC.
You can play the instrument while casting a spell that
causes any of its targets to be charmed on a failed saving
throw, thereby imposing disadvantage on the save. This
effect applies only if the spell has a somatic or a material
component.
Dungeon Master's Guide, pg. 176
“The pipa is engraved with moons, stars, and musical notes;
the rosette is heart-shaped.”
Language. The bearer can speak and understand Sylvan as
well as understand the language of rats and other rodents
while the item is on the bearer’s person.
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.
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."
Pipe of the Sewers (Piper's Pipe)
uncommon
WBW-DC-ZODIAC-01 The Pied Piper and the Rat King
Show
Notes:
Wondrous Item, uncommon
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 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.
Language. The bearer can speak and understand the Sylvan
language while the item is on the bearer’s person. The
bearer can also understand the language of rats and mice.
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."
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Story Award: An unending Story | common | FR-DC-CTT-01 Creepy Tavern Tales | Show | |||
|
Notes:
The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures. Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship. (Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures!) |
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| Pipe of Rememberance | common | FR-DC-CTT-01 Creepy Tavern Tales | Show | |||
|
Notes:
Wondrous item, common. This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
||||||
| Spellscroll of Plotarmor (Revivify) | common | FR-DC-CTT-01 Creepy Tavern Tales | Show | |||
|
Notes:
"Weil es langweilig ist wenn die Helden zu früh sterben natürlich!" |
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| Wolfclaw Gauntlets (Gauntlets of Ogre Power) Minor Property Sentinel (Beasts) | uncommon | DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain | Show | |||
|
Notes:
Wolfclaw Gauntlets (Gauntlets of Ogre Power) Description: Effect:
Fluff – Putting on: When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head. Fluff – Taking them off: When you slip them off, your hands feel bare and weak for a moment – as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away. |
||||||
| Instrument of the bards (Doss Lute) Piper's Pipa) | uncommon | WBW-DC-ZODIAC-01 The Pied Piper and the Rat King | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature who attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), or Protection from Poison. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Dungeon Master's Guide, pg. 176 “The pipa is engraved with moons, stars, and musical notes; the rosette is heart-shaped.” Language. The bearer can speak and understand Sylvan as well as understand the language of rats and other rodents while the item is on the bearer’s person. |
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| 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. |
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| 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 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." |
||||||
| Pipe of the Sewers (Piper's Pipe) | uncommon | WBW-DC-ZODIAC-01 The Pied Piper and the Rat King | Show | |||
|
Notes:
Wondrous Item, uncommon |
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| Halfplate of Nightterror (Enspelled Breastplate: Nightterror) | rare | FR-DC-CTT-01 Creepy Tavern Tales | Show | |||
|
Notes:
Halfplate of Nightterror (Enspelled Breastplate: Nightterror) 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 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." |
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