Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
C - (Beacon) Ersatz Eye common FR-DC-LFGCON-01 Warren of the Mad Kobold FR-DC-LFGCON-01 Warren of the Mad Kobold Show
Notes:

Wondrous Item, common

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can’t be removed against your will while you are alive.

Beacon. You can take a Bonus Action to cause the eye to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

C - (Guardian) Hat of Vermin "Piper's Hat" common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Wondrous Item, Common

This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon 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 Indifferent toward you and other creatures, 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.

The dark blue wizard’s hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word ‘Fantasia’ summons a non-combatant shadow of rats.

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

C - Harengon Spirit Club (Event Award) common LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre Character Creation Show
Notes:


Event Award, attached to player
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.
Character played with: Mhurren Khnurren

C - Jar of Everflowing Honey (Event Award) common Liars Night "Choose Your Own Path" Character Creation Show
Notes:


Jar of Everflowing Honey
Event Award, attached to player

This ceramic jar weighs five pounds and feels full of honey. Its lid cannot be removed unless you’re using it. As an action, you may remove the lid and a fountain of honey pours out, generating five gallons of honey. The honey stops pouring out at the start of your next turn.
Source: Liars Night "Choose Your Own Path"

R/A - Armor of Last Defense (Event Award) rare Moonfest 2024 Character Creation Show
Notes:

Armor (Any Light or Medium), Rare (requires attunement).
Event Award, attached to player

This is a unique item. While you have half your hit points or fewer, your Armor Class has a +2 bonus, and you can cast aura of vitality. You can only cast the spell in this way once until the next dawn.

UC/A - (Guardian) Stone of Good Luck (Luckstone) uncommon FR-DC-LFGCON-01 Warren of the Mad Kobold FR-DC-LFGCON-01 Warren of the Mad Kobold Show
Notes:

Wondrous Item, uncommon (needs attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.

UC/A - (Language) Doss Lute of the Bards "Piper's pípá" uncommon WBW-DC-ZODIAC-01 The Pied Piper and the Rat King WBW-DC-ZODIAC-01 The Pied Piper and the Rat King 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 this one. 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

The pipa is engraved with moons, stars, and musical notes; the rosette is heart-shaped.

Language. The bearer can speak and understand Sylvan as well as understand the language of rats and other rodents while the item is on the bearer’s person.

UC/A - (Language) Pipe of the Sewers "Piper's Pipe" (Magical Gift) uncommon WBW-DC-ZODIAC-01 The Pied Piper and the Rat King WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won’t attack you unless you threaten or harm them.

The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise.

Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

Language. The bearer can speak and understand the Sylvan language while the item is on the bearer’s person. The bearer can also understand the language of rats and mice.

UC - (Language) Bag of Holding "Luna Carnival Tote Bag" uncommon WBW-DC-ZODIAC-00 Luna Park WBW-DC-ZODIAC-00 Luna Park Show
Notes:


Wondrous Item, Uncommon

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.

This silk bag is deep red with intricate embossed golden details of clouds, lanterns and flowers, and a full moon in the center.

Language. The bearer can speak and understand Primordial while the item is on the bearer's person.

VR/A - Ancestor's Mirror (Event Award) very_rare Moonfest 2024 Character Creation Show
Notes:

Wondrous Item, Very Rare (requires attunement).
Event Award, attached to player

This is a unique item. This decorative hand mirror is infused with the pride your ancestors have for you. While you carry the mirror, you have advantage on Charisma saving throws.
The mirror has 6 charges. which you can use for the following properties while you hold the mirror. The mirror regains 1d6 expended charges daily at dawn.
Ancestors’ Glowing Pride. As a bonus action, you can expend 1 charge to have advantage on one Charisma skill check.
Ancestral Assistance. As a bonus action, you can expend 2 charges to call for your ancestor’s assistance for 1 hour as an unseen servant except your ancestor willingly performs only one task, if respectfully requested.
Ancestral Protection. As a bonus action, you can expend 4 charges to call for your ancestors’ protection. They surround you in a shield of faith.