Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
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.

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.

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."

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.

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?

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.

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."

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.

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.

Mask of the Zodiac (Rat) common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Der Träger kann sich einmal pro Longrest in Samsara in eine Ratte verwandeln.

Ooblex Robe (Robe of Useful Items) 13 Items common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. (13)

Der Ooblex, der verzweifelt versucht am Leben zu bleiben, nutzt die Erinnerungen der Wesen in sich, um diese Gegenstände herzustellen.

Inhalt:
10 gems worth 100 GP each
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
Wooden ladder (24 feet long)
10 gems worth 100 GP each
Spellscroll of Enlarge/Reduce
10 gems worth 100 GP each
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 GP each
Riding Horse with a Riding Saddle (Slimy, red Ooblex Horse)
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Bag of 100 GP
Bag of 100 GP

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.

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.

Potion of Greater Healing common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

4d4+4

Restorative Ointment common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Restorative Ointment (5 Charges)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease.

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

Spellscroll of Tasha's Caustic Brew common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Spell Scroll, common.

A stream of acid emanates from you in a line 30 feet long

and 5 feet wide in a direction you choose. Each creature in

the line must succeed on a Dexterity saving throw or be

covered in acid for the spell’s duration or until a creature

uses its action to scrape or wash the acid off itself or

another creature. A creature covered in the acid takes 2d4

acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot

of 2nd level or higher, the damage increases by 2d4 for each

slot level above 1st.

Tasha’s Cauldron of Everything , pg. 115.

“The spell scroll is etched and detailed like a musical sheet.”

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!)

Story Award: Eternal Love common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Story Award
You helped Sarion to calm down Lady Liriael and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door, window or grave with a wedding invitation...