Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Wand of Web
uncommon
Trade Log
Show
Notes:
(Require Attunment by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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 crumbles into ashes and is destroyed.
Staff of charming
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 discharges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn.
If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Coral Crossbow Bolts +1 (3)
common
CCC-TRI-19 Dead Men's Tales
Show
Grig Fiddle
common
LN-1 Fuzzytail and the frightful candy goat massacre
Show
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) (see the Dungeon Master’s Guide).
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.
Spells : Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns
illuminator's tattoo
common
DDAL-10-01 the frozen north
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
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.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.
Soul coin
common
DDAL09-04-Day of the Devil
Show
Notes:
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
- Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
- Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Pipe of Haunting
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
You must be proficient with wind Instruments to use these pipes. They have 3 Charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. If you wish, all Creatures in the area that aren’t Hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, Ending the Effect on itself on a success. A creature that succeeds on its saving throw is immune to the Effect of these pipes for 24 hours. The pipes regain 1d3 expended Charges daily at dawn.
Helm of Telepathy
uncommon
Trade Log
Show
Notes:
This cruel helm has been crafted to look like the screaming face of a devil. It's always warm to the touch, and when you wear it you hear devilish whisperings that you can never quite discern
Rod of Security
very_rare
Trade Log
Show
Notes:
Rod, very rare
While holding this rod, you can use an Action to activate it. The rod then instantly transports you and up to 199 other willing Creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery Tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its Nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains Hit Points as if it had spent 1 Hit Die. Also, Creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of Creatures present (round down).
When the time runs out or you use an Action to end it, all visitors reappear in the Location they occupied when you activated the rod, or an unoccupied space nearest that Location. The rod can’t be used again until ten days have passed.
Wand of Fireball
rare
DCAL-00-BoTD Banquet of the Damned
Show
Notes:
(dont les flammes sont vertes)
Talking Doll
common
DCAL-00-BoTD Banquet of the Damned
Show
Notes:
(Ressemblant à une figurine de bois d'un homme obèse)
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wand of Web | uncommon | Trade Log | Show | |||
Notes:
(Require Attunment by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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 crumbles into ashes and is destroyed. |
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Staff of charming | rare | Trade Log | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 discharges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Coral Crossbow Bolts +1 (3) | common | CCC-TRI-19 Dead Men's Tales | Show | |||
Grig Fiddle | common | LN-1 Fuzzytail and the frightful candy goat massacre | Show | |||
Notes:
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) (see the Dungeon Master’s Guide). 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. Spells : Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns |
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illuminator's tattoo | common | DDAL-10-01 the frozen north | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. 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. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn. |
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Soul coin | common | DDAL09-04-Day of the Devil | Show | |||
Notes:
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. - Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points. - Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. |
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Pipe of Haunting | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon You must be proficient with wind Instruments to use these pipes. They have 3 Charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. If you wish, all Creatures in the area that aren’t Hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, Ending the Effect on itself on a success. A creature that succeeds on its saving throw is immune to the Effect of these pipes for 24 hours. The pipes regain 1d3 expended Charges daily at dawn. |
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Helm of Telepathy | uncommon | Trade Log | Show | |||
Notes:
This cruel helm has been crafted to look like the screaming face of a devil. It's always warm to the touch, and when you wear it you hear devilish whisperings that you can never quite discern |
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Rod of Security | very_rare | Trade Log | Show | |||
Notes:
Rod, very rare While holding this rod, you can use an Action to activate it. The rod then instantly transports you and up to 199 other willing Creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery Tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its Nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains Hit Points as if it had spent 1 Hit Die. Also, Creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of Creatures present (round down). When the time runs out or you use an Action to end it, all visitors reappear in the Location they occupied when you activated the rod, or an unoccupied space nearest that Location. The rod can’t be used again until ten days have passed. |
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Wand of Fireball | rare | DCAL-00-BoTD Banquet of the Damned | Show | |||
Notes:
(dont les flammes sont vertes) |
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Talking Doll | common | DCAL-00-BoTD Banquet of the Damned | Show | |||
Notes:
(Ressemblant à une figurine de bois d'un homme obèse) |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Serre (Longsword +1)
uncommon
1
La guilde
DDHC-LMOP Lost Mine of Phandelver (Redbrand Hideout) (2/4)
Show
Notes:
Le nom de l'épée "Serre" est gravé sur sa lame et sa garde est sculptée en forme d'oiseau de proie aux ailes déployées. Elle appartenait autrefois à un grand chevalier nommé Aldith Trésendar, connu sous le nom du Faucon Noir. Un aventurier reconnait l'épée et se souvient de son histoire s'il réusit un test d'intelligence (histoire) DD15
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Serre (Longsword +1) | uncommon | 1 | La guilde | DDHC-LMOP Lost Mine of Phandelver (Redbrand Hideout) (2/4) | Show | ||
Notes:
Le nom de l'épée "Serre" est gravé sur sa lame et sa garde est sculptée en forme d'oiseau de proie aux ailes déployées. Elle appartenait autrefois à un grand chevalier nommé Aldith Trésendar, connu sous le nom du Faucon Noir. Un aventurier reconnait l'épée et se souvient de son histoire s'il réusit un test d'intelligence (histoire) DD15 |