Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Scimitar +1
uncommon
DDHC-TOA-9 Ruins of Matolo
Trade Log
Show
Notes:
Scimitar +1
Uncommon
Scimitar +1 Weapon (Scimitar), uncommon You have a +1 bonus to attack and damage rolls made with this weapon.
Pipes of the Sewers
uncommon
DDHC-XGE-01 Rats of Waterdeep
DDHC-XGE-01 Rats of Waterdeep
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Notes:
Pipes of the Sewers
Wondrous item, uncommon (requires attunement)
You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.
The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that 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. The pipes regain 1d3 expended Charges daily at dawn.
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, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an 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 and can’t hear the pipes’ music, 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.
These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.
Cloak of Billowing
common
DDHC-XGE-01 Rats of Waterdeep
DDHC-XGE-01 Rats of Waterdeep
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Notes:
Cloak of Billowing
Wondrous item, Common
While wearing this cloak, you can use a bonus Action to make it billow dramatically.
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
Arcane Grimoire +1
uncommon
Lvl 5 Magic Item Chose
DDAL08-05 Hero of the Troll Wars
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Notes:
Arcane Grimoire +1
Wondrous item, uncommon (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Fell Stinger (Wand of Fireballs)
rare
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
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Notes:
Fell Stinger (Wand of Fireballs)
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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.
This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
AWIT CO. Uniform (Clothes of Mending)
common
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
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Notes:
AWIT CO. Uniform (Clothes of Mending)
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.
Shaman's Ring (Pearl of Power)
uncommon
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
Show
Notes:
Shaman's Ring (Pearl of Power)
Wondrous item, uncommon (requires Attunement by a spellcaster)
While this pearl is on your person, you can use an Action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn.
Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it.
Mask of the Shaman (Hat of Wizardry)
common
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
SJ-DC-YZ – 01 – 03 – Shaman's Legacy
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Notes:
Mask of the Shaman (Hat of Wizardry)
Wondrous item, common (requires attunement by a wizard)
This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Language: The bearer can speak and understand draconic while the item is worn.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Scimitar +1 | uncommon | DDHC-TOA-9 Ruins of Matolo | Trade Log | Show | ||
Notes:
Scimitar +1 |
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Pipes of the Sewers | uncommon | DDHC-XGE-01 Rats of Waterdeep | DDHC-XGE-01 Rats of Waterdeep | Show | ||
Notes:
Pipes of the Sewers You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them. The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that 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. The pipes regain 1d3 expended Charges daily at dawn. 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, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an 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 and can’t hear the pipes’ music, 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. These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet. |
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Cloak of Billowing | common | DDHC-XGE-01 Rats of Waterdeep | DDHC-XGE-01 Rats of Waterdeep | Show | ||
Notes:
Cloak of Billowing While wearing this cloak, you can use a bonus Action to make it billow dramatically. This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine. |
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Arcane Grimoire +1 | uncommon | Lvl 5 Magic Item Chose | DDAL08-05 Hero of the Troll Wars | Show | ||
Notes:
Arcane Grimoire +1 Wondrous item, uncommon (requires attunement by a wizard) While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Fell Stinger (Wand of Fireballs) | rare | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Fell Stinger (Wand of Fireballs) This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships. |
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AWIT CO. Uniform (Clothes of Mending) | common | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
AWIT CO. Uniform (Clothes of Mending) This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company. |
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Shaman's Ring (Pearl of Power) | uncommon | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | Show | ||
Notes:
Shaman's Ring (Pearl of Power) While this pearl is on your person, you can use an Action to speak this pearl’s Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can’t be used again until the next dawn. Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it. |
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Mask of the Shaman (Hat of Wizardry) | common | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | SJ-DC-YZ – 01 – 03 – Shaman's Legacy | Show | ||
Notes:
Mask of the Shaman (Hat of Wizardry) Wondrous item, common (requires attunement by a wizard) This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Language: The bearer can speak and understand draconic while the item is worn. |