Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
FIGURINE OF WONDROUS POWER,SILVER RAVEN uncommon WBW-DC-FDC-03 I Find That Familiar Show
Notes:

Wondrous item, uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

This item is found in the Dungeon Master’s Guide.

Instead of a figurine, this item has the appearance of a silver raven egg.

STAFF OF BIRDCALLS common WBW-DC-FDC-03 I Find That Familiar Show
Notes:

Staff, common

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. This item is found in the Xanathar’s Guide to Everything. The staff is also decorated with different bird feathers attached on one of its end.

Bag of Holding uncommon DDHC-CM Shemshime's Bedtime Rhyme Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Saddle of the cavalier uncommon Trade Log Show
Notes:

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

This item can be found in the Dungeon Master’s Guide.

Goggles of Night uncommon DDHC-CM A Deep and Creeping Darkness Show
Notes:

wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Ring of Swimming uncommon DDHC-CM A Deep and Creeping Darkness Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Orb of Time common WBW-DC-FWF Do U Know Da Wey Show
Notes:

Wondrous item, common 3 lb.

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

+1 All-Purpose Tool uncommon WBW-DC-FWF Do U Know Da Wey Show
Notes:

Wondrous item, uncommon (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Additional Minor Property:

Since this tool has been carved out of the Treant Key Duot'ho's own wood, it is infused with a glimpse of his power (his voice):
War Leader. 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.

Masquerade Tattoo common WBW-DC-ROOK-1-3 City of the Dead Show
Notes:

wondrous item (tattoo), common (requires attunement), ,

Value/Weight:

Details:

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.

The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time.

Staff of Birdcalls common 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.

Bracers of Archery uncommon WBW-DC-ROOK-1-4 Long live the goblins Show
Notes:

wondrous item, uncommon (requires attunement), , major tier

Value/Weight:

Details:

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

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

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. The bearer of this weapon can speak and understand Undercommon.

Wand of Web uncommon CCC-UNITE-05 House of Moonlight Show
Notes:

Wand, uncommon (requires attunement by a Spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.

Moon-touched Greatsword common CCC-MTL-02 House of Revenance Show
Notes:

Weapon (greatsword), common

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.

Unearthed Ring of Mind Shielding uncommon CCC-MTL-02 House of Revenance Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

This ring is set with a perfectly round off-white stone. The stone’s natural veins resemble the mountains of the moon. When within 120ft of an aberration, the ring glows softly

Stone of Good Luck uncommon Trade Log Show
Notes:

Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.

Cloak of Underdark Protection uncommon CCC-HAL-05 House of Blades Show
Notes:

Wondrous Item, uncommon (requires attunement)

While wearing this cloak, the bearer can speak and understand Undercommon. Otherwise, this cloak functions exactly like a Cloak of Protection, which can be found in the Dungeon Master’s Guide.

Heward's Handy Spice Pouch common CCC-HAL-05 House of Blades 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. This particular pouch has a list of two common spices used in the Underdark written into it, they are: Firelichen Spicy Sprinkles and Dried Bloodfruit Wine Powder.

Immovable Rod uncommon Trade Log Show
Notes:

Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place.

Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight.

More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Sweet Honeyfish Mooncake (Keoghtom's Ointment) uncommon SJ-DC-DWR-01 DOHWAR HEIST Show
Notes:

Wondrous Item, uncommon

This glass jar, 3 inches in diameter, contains 4 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all.