Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Warrior's Passkey (Barthounar) common PO-BMG-MOON-POB-04 - Something New PO-BMG-MOON-POB-04 - Something New Show
Notes:

Wondrous Item, rare (requires attunement)

Inscribed in the side of this silver key are Dethek Runes that say “Barthounar,” which is Dwarvish for “thunder slash.” When the knock spell is cast from Barthounar, the rumbling sound of thunder faintly echoes after the loud “knock” sound of the spell

This silver skeleton key is warm to the touch. While holding the key in its key form, you can use an action to cast the Knock spell from the key.

Transforming the Key. While holding the key, you can use a bonus action to transform it into a magic longsword. You are considered proficient with the sword, and you have a +1 bonus to attack and damage rolls made with it. On a hit, the sword deals 1d10 force damage. The item remains in its sword form until it leaves your grasp or you use another bonus action to revert it to its key form.

If you end your attunement to the item while it’s in its sword form, it automatically reverts to its key form.

☐ Moonsea Cults common DDEX1-13 Pool of Radiance Resurgent DDEX1-13 Pool of Radiance Resurgent Show
Notes:

Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a character can keep it. If a character keeps the book, and is able to reference it, the character gains advantage on Intelligence checks regarding cults of the Moonsea region.

☐ Pipe of Smoke Monsters common WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

PIPE OF SMOKE MONSTERS
Wondrous item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

☐ Ring of Water Walking common BMG-MOON-ES-1 - A Drop in the Ocean BMG-MOON-ES-1 - A Drop in the Ocean Show
Notes:

Ring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

This ring is made of unadorned steel with an inscription on the inside: “Hindsight, remembering Oman”.

☐ Spellwrought Tattoo of Locate Object common PO-BMG-MOON-POB-04 - Something New PO-BMG-MOON-POB-04 - Something New Show
Notes:

Wondrous Item (tattoo), varies

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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 level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.

Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus
2nd Uncommon +3 13 +5

Locate Object
2nd level Divination
Casting Time: Action
Range: Self
Components: V S M (a forked twig)
Duration: Concentration, Up to 10 minutes
Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.

☐ Potion of watchful rest (Lucius’ Vial #69.) common DC-PoA-TDG01-05 Curse of Slaad DC-PoA-TDG01-05 Curse of Slaad Show
Notes:

Potion, common.
When you drink this potion, you gain the
following benefits for the next 8 hours:
magic can’t put you to sleep, and you can
remain awake during a long rest and still
gain its benefits. This sweet, amber-colored
brew has no effect on creatures that don’t
require sleep, such as elves.
“ On a small label on the vial reads. Possible
side effects include: Severe blisters and
peeling skin, shooting pain, numbness and
tingling, unusual urges, nightmares and vivid
dreams. ”

☐ Vial of Acid common DDEX1-11 Dark Pyramid of Sorcerers Isle DDEX1-11 Dark Pyramid of Sorcerers Isle Show
☐ Enduring Spellbook common Created Enduring Spellbook Show
Notes:

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.

☐ Dimensional Shackles common DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Dimensional Shackles Wondrous item, rare You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

☐ Mithral Armor (Chainmail) common DDHC-KGV-11 - Affair on the Concordant Express DDHC-KGV-11 - Affair on the Concordant Express Show
Notes:

Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

☐ Spell Scroll of Mage Armor x4 common Purchase Log Show
☐ Dwarven Smoldering Armor (Plate) common PO-BMG-MOON-POB-04 - Something New PO-BMG-MOON-POB-04 - Something New Show
Notes:

Dwarven Smoldering Armor
Armor (Any Heavy, Medium, or Light), Common

This armor is made from an alloy that combines Rustfire star metal and Rookoath iron. The metal components of this armor have a silver-reddish sheen.

Wisps of harmless, odorless smoke rise from this armor while it is worn.

☐ Spellwrought Tattoo of Clairvoyance common PO-BMG-MOON-POB-04 - Something New PO-BMG-MOON-POB-04 - Something New Show
Notes:

Spellwrought Tattoo of Clairvoyance
Wondrous Item (tattoo), varies

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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 level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.

Spell Level Rarity Spellcasting Ability Mod. Save DC Attack Bonus
3rd Uncommon +4 15 +7

Clairvoyance
3rd level Divination
Casting Time: 10 minutes
Range: 1 mile
Components: V S M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
Duration: Concentration, Up to 10 minutes
Classes: Bard, Cleric, Sorcerer, Wizard

You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.

When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.

A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.

☐ Wand of Pyrotechnics (“Lucius’ Incense.”) common DC-PoA-TDG01-05 Curse of Slaad DC-PoA-TDG01-05 Curse of Slaad Show
Notes:

Wondrous Item, common
This wand has 7 charges. While holding it,
you can use an action to expend 1 of its
charges and create a harmless burst of
multicolored light at a point you can see up
to 60 feet away. The burst of light is
accompanied by a crackling noise that can
be heard up to 300 feet away. The light is as
bright as a torch flame but lasts only a
second.
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 erupts in a harmless pyrotechnic
display and is destroyed.
“A yellow-orange wand with a thin red
handle. The burst of multi-colored light is
accompanied by a crackling noise that can
be heard up to 300 feet away.”

☐ Talking Doll common WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
Notes:

Wondrous item, Common (req. attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase.

You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Flavor: This doll a girl in an ornate red ball gown. The doll has a disproportionately large smile, made from 12 real teeth stitched into place.

Minor Property: Unbreakable. The item can’t be broken. Special means must be used to destroy it. If each of the doll’s teeth are removed and sold to 12 different buyers, the doll loses this property.

☐ Heward’s Handy Spice Pouch common CCC-HAL-05 House of Blades CCC-HAL-05 House of Blades Show
Notes:

Wondrous Item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

☐ Potion of Healing uncommon WBW-DC-ROOK-1-2 Rise of the Everplume WBW-DC-ROOK-1-2 Rise of the Everplume Show
☐ Potion of Greater Healing uncommon WBW-DC-LSN-03 That Nice Old Lady WBW-DC-LSN-03 That Nice Old Lady Show
☐ Headband of Intellect uncommon DDAL05-16 Parnast Under Siege DDAL05-16 Parnast Under Siege Show
☐ Bag of Holding uncommon CCC-BMG-MOON-1-3 Heritage vs Kinship CCC-BMG-MOON-1-3 Heritage vs Kinship Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.