Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of Many Fashions
common
WBW-DC-TEN-02 The Festival of Fyre
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.
Silver Horn of Valhalla
rare
WBW-DC-TEN-02 The Festival of Fyre
Show
Notes:
Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.
This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.
Poket Watch (Talking Doll)
common
SJ-DC-YZ – 02 – 01 – Where the path may lead us
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.
The pocket watch may say one of the following sentences:
Roll 1d8
1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.
Eladrin's Vestments (Elven Chain)
rare
WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari
Show
Notes:
Armor chain shirt, rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Temperate: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Sojobo's Big Stick (Verteran's Cane)
common
WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari
Show
Notes:
When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical.
Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls)
Tome of Understanding
very_rare
WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari
Show
Notes:
This book contains intuition and Insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Dragon Wing Bow
rare
Reward
Show
Notes:
Weapon (Longbow), rare (requires attunement)
The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a gem Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 psychic damage .
If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target.
Fell Stinger (Wand of Fireballs)
rare
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
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
Show
Notes:
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.
Color: System Void Black
Bulletproof Vest (+1 Breastplate)
rare
SJ-DC-LEGIT-SB-02 Club Diamond
Show
Notes:
Armour (Medium), Rare
You have a +1 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".
This item can be found in the Dungeon Master's Guide (DMG).
Ordine Sage’s Robes (Robe of Useful Items)
uncommon
Trade Log
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing (used)
• a 1st level spell scroll
• a bag of 100 gp (used)
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Wargong of the Gnolls (Rhythm Maker's Drum)
rare
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Wondrous item rare (+2) (requires attunement by a bard)
While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.
As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.
Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.
Masquerade Tattoo
common
SJ-DC-YZ – 02 – 03 – Gnarling in Space
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.
This tattoo takes the form of a bright shooting star.
Ring of Fire Resistance
rare
DDAL08-08 Crypt of the Dark Kiss
Show
Notes:
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This simple ring of twisted brass wire is warm to the touch.
Wand of Lightning Bolts
rare
DDAL08-09 Fangs and Frogs
Show
Notes:
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 lightning bolt 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
Amulet of Health
uncommon
DDAL08-10 - The Skull Square Murders
Show
Notes:
Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Glamoured Studded Leather
rare
DDAL08-11 - Poisoned Words
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.
Gem of Seeing
rare
SJ-DC HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Heward`s Handy Spice Pouch
common
SJ-DC HIPS Hiding in Plain Sight
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.
Ring of Protection
rare
Trade Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Many Fashions | common | WBW-DC-TEN-02 The Festival of Fyre | Show | |||
Notes:
Wondrous item, common |
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Silver Horn of Valhalla | rare | WBW-DC-TEN-02 The Festival of Fyre | Show | |||
Notes:
Wondrous item, rare Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands. This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use. |
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Poket Watch (Talking Doll) | common | SJ-DC-YZ – 02 – 01 – Where the path may lead us | Show | |||
Notes:
Source: Xanathar's Guide to Everything Wondrous item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The pocket watch may say one of the following sentences: Roll 1d8 1 Click Clack. You should hurry! |
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Eladrin's Vestments (Elven Chain) | rare | WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari | Show | |||
Notes:
Armor chain shirt, rare |
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Sojobo's Big Stick (Verteran's Cane) | common | WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari | Show | |||
Notes:
When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical. |
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Tome of Understanding | very_rare | WBW-DC-TEN-03 The Tale of Korama / Koramamonogatari | Show | |||
Notes:
This book contains intuition and Insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Dragon Wing Bow | rare | Reward | Show | |||
Notes:
Weapon (Longbow), rare (requires attunement) The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a gem Dragon's Breath. When you hit with an Attack roll using this magic bow, the target takes an extra 1d6 psychic damage . If you load no Ammunition in the weapon, it produces its own, automatically creating one piece of magic Ammunition when you pull back the string. The Ammunition created by the bow vanishes the instant after it hits or misses a target. |
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Fell Stinger (Wand of Fireballs) | rare | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | |||
Notes:
Wand, rare (requires attunement by a Spellcaster) 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 | Show | |||
Notes:
Wondrous Item, common 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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Bulletproof Vest (+1 Breastplate) | rare | SJ-DC-LEGIT-SB-02 Club Diamond | Show | |||
Notes:
Armour (Medium), Rare You have a +1 bonus to AC while wearing this breastplate. Strange Material. This armour is composed of ceramic A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY". This item can be found in the Dungeon Master's Guide (DMG). |
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Ordine Sage’s Robes (Robe of Useful Items) | uncommon | Trade Log | Show | |||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. |
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Wargong of the Gnolls (Rhythm Maker's Drum) | rare | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
Wondrous item rare (+2) (requires attunement by a bard) While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity. As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn. Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person. |
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Masquerade Tattoo | common | SJ-DC-YZ – 02 – 03 – Gnarling in Space | 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. This tattoo takes the form of a bright shooting star. |
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Ring of Fire Resistance | rare | DDAL08-08 Crypt of the Dark Kiss | Show | |||
Notes:
You have resistance to fire damage type while wearing this ring. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This simple ring of twisted brass wire is warm to the touch. |
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Wand of Lightning Bolts | rare | DDAL08-09 Fangs and Frogs | Show | |||
Notes:
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 lightning bolt 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. One a 1, the wand crumbles into ashes and is destroyed. This item is found on Magic Item Table G in the Dungeon Master’s Guide. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |
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Amulet of Health | uncommon | DDAL08-10 - The Skull Square Murders | Show | |||
Notes:
Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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Glamoured Studded Leather | rare | DDAL08-11 - Poisoned Words | Show | |||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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Gem of Seeing | rare | SJ-DC HIPS Hiding in Plain Sight | Show | |||
Notes:
Wondrous Item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Heward`s Handy Spice Pouch | common | SJ-DC HIPS Hiding in Plain Sight | 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. |
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Ring of Protection | rare | Trade Log | Show |