Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
EA - Harengon Spirit Club common LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Character Creation Show
Notes:

Event Award
These rewards are attached to the player, not a specific character.

This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.
(https://www.adventurersleaguelog.com/users/33520/characters/87987/character_log_entries/871875)

UC/A - Cloak of Protection uncommon Widecliff WBW-DC-AMQ-01 Feywild Name Giver Show
Notes:

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

This tattered leather cloak was once worn by Eppo to protect him from the scorching sun of Barrenland.

VR - Manual of Bodily Health very_rare Season 12C DM Reward Show
Notes:


Wondrous item, very rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

UC/A - Guardian Feywild Shard uncommon WBW-DC-NJ-COU-01 Dear Aery WBW-DC-NJ-COU-01 Dear Aery Show
Notes:


Wondrous Item, uncommon (requires attunement by a sorcerer)

This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. 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 roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.

When the pieces are assembled, it forms the word “A & L”.

This magic item has the Guardian property.

Guardian. The item whispers warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

C - Wand of Smiles common WBW-DC-NJ-COU-01 Dear Aery WBW-DC-NJ-COU-01 Dear Aery Show
Notes:

Wand, Common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.

This magic item has the Confident quirk.

Confident. The item helps its bearer feel self-assured.

UC/A - Slippers of Spider Climbing uncommon WBW-DC-AMQ-02 Feywild Robbery WBW-DC-AMQ-02 Feywild Robbery Show
Notes:


Wondrous Item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

These leather slippers have small metal studs to help grip any surface. A small piece of paper inside reads:
"property of the goblin outlaws, please return it to basement zB in widecliff. if you are a law enforcer, this is not our hideout!"

C - Cloak of Many Fashions common WBW-DC-AMQ-02 Feywild Robbery WBW-DC-AMQ-02 Feywild Robbery 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.

UC/A - Slippers of Spider Climbing uncommon WBW-DC-JOQ-02 Mirror Mirror WBW-DC-JOQ-02 Mirror Mirror Show
Notes:


Wondrous Item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

These slippers are a pair of electric blue pumps with a six-inch stiletto heel. While uncomfortable to wear for long periods, the magic of the item allows you to walk in them unimpeded.

C - Veteran's Cane common WBW-DC-JOQ-02 Mirror Mirror WBW-DC-JOQ-02 Mirror Mirror Show
Notes:

Wondrous Item, Common

As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.

Due to additional enchantment by the guild master of the Guild of Naming, once the sword is drawn from the cane, a spectacular display of harmless smoke and pyrotechnics will erupt from the item.

UC/A - Doss Lute of the Bards uncommon WBW-DC-JOQ-03 Giant Serenade WBW-DC-JOQ-03 Giant Serenade Show
Notes:


*Wondrous Item, Uncommon (Requires attunement by a bard) *

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards 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 play the instrument to 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.

Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison

This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.

C/A - Masquerade Tattoo common WBW-DC-JOQ-03 Giant Serenade WBW-DC-JOQ-03 Giant Serenade Show
Notes:

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.