Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Harengon Spirit Club
common
LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE
Show
Notes:
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.
Gloves of Thievery
uncommon
WBW-HC Hither
Show
Bag of Holding
uncommon
DDHC-WBW
Show
Pipes of Haunting
uncommon
DDHC-WBW
Show
Notes:
Pipes of Haunting
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.
+1 dragonhide belt
uncommon
LVL 5 Item recieved
Show
Wand of Web
uncommon
WBW-HC Chapter 3: Yon
Show
Chime of Opening
rare
WBW-HC Chapter 4: Prismeer
Show
Ornicopter
rare
WBW-HC Chapter 4: Prismeer
Show
Winged Boots
uncommon
WBW-HC Chapter 4: Prismeer
Show
Woodcutter's Axe
uncommon
WBW HC
Show
Notes:
Woodcutter's Axe
Weapon (greataxe), rare
You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit.
Staff of Striking
very_rare
DDAL07-12 - In Search of Secrets
Reward Payout
Show
Eldritch Claw Tattoo
uncommon
DDHC-WBW Chapter 3 Tither
Reward Payout
Show
Bobbing Lily Pad
very_rare
WBW- The Final Session
Show
Notes:
Bobbing Lily Pad
Wondrous item, very rare (requires attunement)
This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Rapier +1
uncommon
WBW- The Final Session
Show
Quarterstaff +1
uncommon
WBW- The Final Session
Show
Chime of Opening
rare
DDHC-CM Book of Cylinders
Show
Notes:
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Lantern of Revealing
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Serpent Scale Armor
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Serpent's Fang
rare
DDHC-CM Book of Cylinders
Show
Notes:
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Harengon Spirit Club | common | LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE | Show | |||
Notes:
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. |
||||||
Gloves of Thievery | uncommon | WBW-HC Hither | Show | |||
Bag of Holding | uncommon | DDHC-WBW | Show | |||
Pipes of Haunting | uncommon | DDHC-WBW | Show | |||
Notes:
Pipes of Haunting 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. |
||||||
+1 dragonhide belt | uncommon | LVL 5 Item recieved | Show | |||
Wand of Web | uncommon | WBW-HC Chapter 3: Yon | Show | |||
Chime of Opening | rare | WBW-HC Chapter 4: Prismeer | Show | |||
Ornicopter | rare | WBW-HC Chapter 4: Prismeer | Show | |||
Winged Boots | uncommon | WBW-HC Chapter 4: Prismeer | Show | |||
Woodcutter's Axe | uncommon | WBW HC | Show | |||
Notes:
Woodcutter's Axe You have a +1 bonus to attack and damage rolls made with this magic weapon. When you use this axe to make an attack against a plant (an ordinary plant or a creature with the Plant type) or a wooden object that isn’t being worn or carried, the attack deals an extra 2d6 slashing damage on a hit. |
||||||
Staff of Striking | very_rare | DDAL07-12 - In Search of Secrets | Reward Payout | Show | ||
Eldritch Claw Tattoo | uncommon | DDHC-WBW Chapter 3 Tither | Reward Payout | Show | ||
Bobbing Lily Pad | very_rare | WBW- The Final Session | Show | |||
Notes:
Bobbing Lily Pad This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. |
||||||
Rapier +1 | uncommon | WBW- The Final Session | Show | |||
Quarterstaff +1 | uncommon | WBW- The Final Session | Show | |||
Chime of Opening | rare | DDHC-CM Book of Cylinders | Show | |||
Notes:
Chime of Opening This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
||||||
Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
||||||
Serpent Scale Armor | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Serpent Scale Armor This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
||||||
Serpent's Fang | rare | DDHC-CM Book of Cylinders | Show | |||
Notes:
Serpent's Fang This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |