Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ 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.

☐ Efreeti Bottle very_rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

Greater Fey Pact: Efreeti Bottle
Wondrous item, very rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the DM rolls to determine what happens.

d100 Effect
01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00

The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottles loses its magic.

You can shake the bottle and see the tiny form of the efreeti Assai bobbing in the red liquid. He is not pleased.

☐ Boots of Speed with Waterborne Trait rare WBW-DC-AUG-01 Last Hour WBW-DC-AUG-01 Last Hour Show
Notes:

BOOTS OF SPEED Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

☐ Potion of Greater Healing uncommon SJ-DC-DWR-01 Dohwar Heist SJ-DC-DWR-01 Dohwar Heist Show
Notes:

Potion, uncommon

You regain 4d4 + 4 hit points when you drink this potion.

The potion's red liquid glimmers when agitated.

☐ Dohwar Plushie (TALKING DOLL) common SJ-DC-DWR-01 Dohwar Heist SJ-DC-DWR-01 Dohwar Heist Show
Notes:

DOHWAR PLUSHIE (TALKING DOLL)
Wondrous Item, common (requires 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.

This item is found in Xanathar’s Guide to Everything.

Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.

☐ Bat Burglar Cloak (CLOAK OF THE BAT) uncommon SJ-DC-DWR-01 Dohwar Heist SJ-DC-DWR-01 Dohwar Heist Show
Notes:

BAT BURGLAR CLOAK (CLOAK OF THE BAT)

Wondrous Item, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

The cloak can't be used this way again until the next dawn.

This item is found in the Dungeon Masters Guide.

Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Sweet HoneyFish Mooncake (KEOGHTOM’S OINTMENT) uncommon SJ-DC-DWR-01 Dohwar Heist SJ-DC-DWR-01 Dohwar Heist Show
Notes:

SWEET HONEYFISH MOONCAKE (KEOGHTOM’S OINTMENT)
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.

Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all.

☐ Rod of the Pact Keeper +1 uncommon SJA-04 Behold... H'Catha! SJA-04 Behold... H'Catha! Show
☐ Shortsword +2 rare Season 12a Repeatable Reward (CCC-SFBAY-01-01) Trade Log Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Wildspace Orrery uncommon LOX: Episode 3 - Living on the Edge LOX: Episode 3 - Living on the Edge Show
Notes:

Wondrous Item, Uncommon

Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.

☐ Fish Suit very_rare LOX: Episode 3 - Living on the Edge LOX: Episode 3 - Living on the Edge Show
Notes:

Wondrous Item, very rare
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

☐ Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

☐ Maul +2 rare DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.

☐ Potion of Mind Reading common DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
☐ Scroll of Dispel Magic uncommon DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

☐ Scroll of Magic Mouth common DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

☐ Potion of Greater Healing uncommon DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
☐ Scroll of Conjure Minor Elemental common DDHC-TYP Tales from the Yawning Portal-White Plume Mountain DDHC-TYP Tales from the Yawning Portal-White Plume Mountain Show
Notes:

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One elemental of challenge rating 2 or lower
Two elementals of challenge rating 1 or lower
Four elementals of challenge rating 1/2 or lower
Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Sample Elementals
CR Monster
1/4 Steam Mephit
1/2 Dust Mephit, Ice Mephit, Magma Mephit, Magmin
2 Azer, Gargoyle