Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Intrument of the Bards, Doss lute uncommon WBW-DC-EAU 01 Wednesday is gone Show
Notes:

Intrument of the Bards, Doss lute

Wondrous item, rarity varies (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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that 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. 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.

Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (fire only), Protection from Poison.

The resonance box of the instrument is carved and painted to represent the face of a frog. When someone plays this instrument, any false note is replaced by a loud croak.

La caisse de résonance de l'instrument est taillée et peint de manière à représenter le visage d'une grenouille. Lorsque quelqu'un joue de cet instrument, toute fausse note est remplacée par un croassement sonore.

Masquerade Tattoo common WBW-DC-EAU 01 Wednesday is gone Show
Notes:

Masquerade Tattoo

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

The ink used for this tattoo is entirely composed of honey. As long as no one is attached to it, it takes the form of a compact and sticky honey ball. To get it, you have to rub the honey on your skin.

L'encre utilisée pour ce tatouage est entièrement composée de miel. Tant que personne n'y est lié, il prend la forme d'une boule de miel compacte et collante. Pour s'y lier, il faut frotter le miel sur la peau.

Goggles of Night uncommon la guilde DDAL07-04 - A Walk in the Park Show
Notes:

Wondrous Item, uncommon

The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong, and living creatures they can see are visualized in varying shades of blues, reds, and yellows that correspond to their body’s natural heat. This item is found in Player’s Handout 1.

While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.

Objet merveilleux, rare Les verres teintés de vert de ces lunettes sont fixés dans des montures de platine et de jade et maintenus en place par une large lanière de cuir noir mat. Lorsqu'il est porté, le porteur trouve son odorat exceptionnellement fort, et les créatures vivantes qu'il peut voir sont visualisées dans différentes nuances de bleu, de rouge et de jaune qui correspondent à la chaleur naturelle de son corps. Cet élément se trouve dans le document du joueur 1.

Lorsque vous portez ces lentilles sombres, vous avez une vision dans le noir jusqu'à une distance de 60 pieds. Si vous avez déjà Darkvision. porter les lunettes augmente sa portée de 60 pieds.

Immovable Rod uncommon la guilde CCC-SAC-03 They're Good Adventurers, Brent Show
Notes:

This flat iron rod has a button on one end. You can use an Action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an Action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an Action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success

(SA) The Child Likes You common CCC-FXC-01 Nothing Happens in Elmwood Show
Notes:

The Child Likes You. You have a mark on you where the child touched you, and it glows with a white inner light. The child will always see you as a friend and as his hero. (see Charm of Vitality- Flaming Sigil)

Charm of Vitality. This charm allos you to give yourself the benefit of a Potion of Vitality as an action. Once you do so, the charm vanishes from you.

Potion of Vitality. Drinking this potion removes any Exhaustion you are suffering, cures any disease or poison affecting you, and maximizes the Effect of any Hit Die you spend to regain Hit Points within the next 24 hours.

Cloak of Many Fashions common WBW-DC-LAB-01 Kobold King's Labyrinth Show
Notes:

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.

Instrument of the Bards (doss lute) uncommon la guilde WBW-DC-LAB-01 Kobold King's Labyrinth Show
Notes:

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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that 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. 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.

Contient les sort : Fly, invisibility, levitate, protection from evil and good, Animal friendship, protection from energy (fire only), protection from poison

Unlocked Magic Items