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.
| 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 |
||||||
| ☐ 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 Locate Object 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. |
||||||
| ☐ 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 |
||||||
| ☐ 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 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 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 Clairvoyance 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 |
||||||
| ☐ 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 |
||||||
| ☐ 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 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. |
||||||