Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Pocket Watch (Talking Doll) common SJ-DC-YZ – 02 – 01 – Where the path may lead us SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Source: Xanathar's Guide to Everything

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 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.

The pocket watch may say one of the following sentences:

Roll 1d8

1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.

+1 Warhammer common DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon, uncommon
Major tier
Martial weapon, melee weapon
2 lb. 1d8 bludgeoning - versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”

Frost Brand Greatsword common DDHC-TYP-6 - Against the Giants H 73 DDHC-TYP-6 - Against the Giants Show
Notes:

Weapon, very rare (requires attunement)
Major tier
Martial weapon, melee weapon
6 lb. 2d6 slashing - heavy, two-handed
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Staff of Birdcalls common WBW-DC-ROOK-1-4 Long live the goblins WBW-DC-ROOK-1-4 Long live the goblins Show
Notes:

Staff, weapon, common, simple weapon, melee weapon, minor tier

Value/Weight: 4 lb.

Details: 1d6 bludgeoning - versatile (1d8)

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Dohwar Plushie (Talking doll) common SJ-DC-DWR-01 DOHWAR HEIST SJ-DC-DWR-01 DOHWAR HEIST Show
Notes:

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.

Tentacle Rod common DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Tentacle Rod common DDHC-TYP-6 - Against the Giants DDHC-TYP-6 - Against the Giants Show
Notes:

Rod, rare (requires attunement)
Major tier
2 lb.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Moon-touched Rapier of the Dark Tongue common CCC-UNITE-05 House of Moonlight Trade Log Show
Notes:

Weapon, Common Moon-touched Rapier In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. Language minor property The bearer of this weapon can speak and understand Undercommon

FARENOR’S CLOAK OF MANY FASHIONS common SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item, common

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.

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

Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.

Heward's Handy Spice Pouch common SJ-DC-RTR-09 Trumps, Trades and Tricks SJ-DC-RTR-09 Trumps, Trades and Tricks 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.

Minor Property: Language
The bearer can speak and understand Elvish while the item is on the bearer's person.

Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.