Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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."

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."

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.

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.

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.

Story Award: Waterdeep City Watch Contacts common DDAL-00-05 Winter's Splendor Show
Notes:

Assuming respectful and appropriate conduct, the characters have earned Respect of the City Watch, which allows them each one check at Advantage on one check to avoid penalty when caught committing a crime that doesn’t involve murder, theft, or assault.

If anyone attempted to intimidate one or both of the Cassalanter children or otherwise conducted themselves in a manner that would be considered disrespectful, they gain Scorn of the City Watch, with gives that character Disadvantage on their next check to avoid punishment from the City Watch.

Story Award Golden Wings (Familiar Golden Pseudodragon) common DDAL-00-05 Winter's Splendor Show
Notes:

"Characters who gain this story award receive a minor blessing from Milil in form of a golden Tattoo which covers their dominant arm. The tattoo takes the form of golden lines of a sacred holy song long forgotten by mortal bards."

Golden Wings

Like a candle, I burn
In the glow of your radiance
Like a plucked string, I learn
The bright hum of your resonance
Like a pilgrim, I bow
Humbled by your divinity
Will you come to me now?
I send you my prayer, my plea
Lifted voice, lowered eyes
Prostrated here on hands and knees…

Story Award: A Gift of Golden Wings
Song
Singing or reciting the lyrics to Golden Wings takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial gold pseudodragon to serve as their familiar. This creature is lawful good and abandons the character if they ever willingly harm a celestial.

Trillwing, the Gilded Pseudodragon

Minor Celestial Familiar of Milil, Lord of Song

Appearance
Trillwing is a small pseudodragon no longer than a housecat, its scales a warm, lustrous gold like polished brass under candlelight. Fine filigree-like patterns trace its wings, resembling musical notation when viewed closely. Its eyes shimmer opalescent white, as if reflecting unseen stage lights, and its tail barb glows faintly when it hums. When Trillwing flies, the air seems to ripple with soft chimes, like distant harp strings brushed by the wind.

Nature & Personality
Trillwing is playful, curious, and deeply emotional. It reacts strongly to music—purring at well-played melodies, bristling at discordant noise, and shedding tiny motes of golden light when truly moved. Though gentle, it is not timid; it will boldly interpose itself between cruelty and beauty, especially when art or performers are threatened.

It has a habit of tapping its tail in time with songs, correcting rhythm with tiny coughs or trills, and occasionally harmonizing in a clear, bell-like tone.

Celestial Origin
Trillwing is a minor celestial, created from a fragment of Milil’s divine chorus—specifically, the echo of a perfect performance once offered in devotion. Though bound as a familiar, it is not a mere construct; it understands reverence, inspiration, and the sacred role of art.
Trillwing subtly encourages its master toward:

Preserving lore, songs, and stories

Performing with sincerity rather than ego

Using beauty to soothe, inspire, or unite

Story Award: Pact of the Piper common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Characters gain a monochromatic black tattoo of a rat

wearing a crown and carrying a bamboo reed pipe.

The Piper offers characters the gift to gain tool

proficiency in Cook’s Utensils. Characters must spend

12d12 days in the abode of the Piper to learn the tool

or skill. 50 downtime days, 0 gp.

Story Award Shadow Rat common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Gaining the friendship of the Rat King. The shadow of

the archfey splits off a small portion of itself which

forms the shape of a tiny shadow rat that connects to

the character's shadow. Whenever the character

reflects a shadow, a shadow of a tiny rat also follows

along. The character may command the tiny shadow

rat to move up to 60 ft. away from the character. The

shadow rat has the statistics of a rat.

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.

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.”

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.

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

4d4+4

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

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?

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...

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.