Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
+1 Coral Crossbow Bolts x5 uncommon CCC-TRI-19 Dead Men's Tales Show
Cloak of Candy (Nature's Mantle) common WBW-DC-FDC-05 Crumbling Castles & Candy Clouds Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement by a druid or ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

shield of missile attraction rare Trade Log Show
Notes:

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Notes: Resistance: Ranged Attacks, Warding, Cursed
Can be uncursed to become an arrow catching shield

Boots of Striding and Springing uncommon Feywild WBW-DC-SMELL-01 - The Snifffffff Adventures ! Where they get lost Show
Notes:

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.

Fluff. These shoes look more like two mismatched socks, one is blue and made of several strange patterns in some places we can recognize dragons and mimics as well as some kind of strange dice with too many faces while the other one is orange, on the other hand; it gives off a very strong smell, which doesn't seem to want to leave

Hat of Vermin common WBW-DC-SMELL-01 - The Snifffffff Adventures ! Where they get lost Show
Notes:

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.

Rope of Climbing uncommon DDPEP10-00 The Great Knucklehead Rally Show
Notes:

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Mariner's Armor uncommon DDPEP10-00 The Great Knucklehead Rally Show
Notes:

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

This armor can be padded, leather, studded leather, hide, chain shirt, scale mail, ring mail, or chain mail. (Player's Choice)

Horn of Silent Alarm common DDPEP10-00 The Great Knucklehead Rally Show
Notes:

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Mariner’s Armor uncommon DDAL-DRW09 Vile Bounty Show
Notes:

Armor (studded leather), uncommon
Made from tough, flexible shark leather, this armor is reinforced with close-set coral spikes.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Flametongue Longsword rare Trade Log Show
Cloak of Many Fashions ("Imperial Cloak") common SJ-DC-CGG-01 Mustering for To Raise a Princess Show
Notes:

This dark green cloak bears the sigil of House Westdeck. This garment is a reminder that you are recognized as an ally of the Elwyn Empire.

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Elemental Essence Shard: Air ("Malina Crystal") rare SJ-DC-CGG-01 Mustering for To Raise a Princess Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use the following property:

Property. You can immediately fly up to 60 feet without provoking opportunity attacks.

Unlocked Magic Items