Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Enduring Spellbook common Waterdeep DDAL-00-05 Winter's Splendor Show
Notes:

Common magic item

Bell of Silent Carols (Horn of Silent Alarm) common Waterdeep DDAL-00-05 Winter's Splendor Show
Notes:

Wondrous Item, common
This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.

Boots of the Winterlands — Waterdeep Provenance uncommon Waterdeep DDAL-00-05 Winter's Splendor Show
Notes:

Boots of the Winterlands — Waterdeep Provenance

"These boots are said to originate in Waterdeep’s Trades Ward, crafted generations ago by a cobbler whose shop once stood near the docks, where sailors returned frostbitten from northern seas. Though countless winters have passed, the boots bear the quiet refinement of the city—practical, elegant, and made to endure."

"The outer leather is cut from deep-seal hide, a rare marine leather prized by Waterdhavian shipwrights for its resistance to salt, cold, and cracking. It is supple to the touch, dyed a storm-dark gray that catches faint blue highlights in winter light. The stitching is done with silver-threaded sinew, a technique taught by North Ward enchanters to help magic settle evenly through a garment."

"Inside, the boots are lined with snowermine fur, imported through Waterdeep’s port from Icewind Dale and magically treated to retain warmth without weight. The lining never mats, never dampens, and carries a faint scent of cedar and brine."

"The soles are layered with whale-bone resin and ironwood, giving firm purchase on ice and slick stone alike. Etched along the inner arch—visible only when the boots are turned upside down—are Old Waterdhavian runes invoking safe passage, steady footing, and warmth against unforgiving winds."

Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.

Half Plate Armor of Fungal Spores uncommon Unterholzen in Calimshan FR-DC-MBM-03 Back To School Show
Notes:

Medium armor, uncommon
40 lb.
AC 15 + Dex (max 2)
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn.
The wearer has Disadvantage on Dexterity (Stealth) checks.

Quirk: Metamorphic
The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect on the item's use.
History:
Strange magic has been dripping into this armor, giving it the appearance to be a living entity rather than a mere object of protection. The golden and silvery mushrooms seem to spread and recede all over the armor.

Wand of Conducting common Unterholzen in Calimshan FR-DC-MBM-03 Back To School Show
Notes:

Wand, common
1 lb.
This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around.
The music can be heard out to 120 feet and ends when you stop waving the wand.
Regaining Charges: The wand regains all expended charges daily at dawn.
If you expend the wand's last charge, roll 1d20.
On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.

Longsword +1 uncommon Unterholzen in Calimshan FR-DC-MBM-03 Back To School Show
Thenturian Circlet (Circlet of Blasting) uncommon Traded with Tonk Trade Log Show
Notes:

Thenturian Circlet (Circlet of Blasting) Wondrous Item, uncommon While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. While worn, the voices of the dead whisper to you, granting you a +2 bonus to initiative if the wearer isn’t incapacitated. This circlet is very old – from the time of Aesperus when he was alive. It is made of copper and onyx, with golden chains draping down from the circlet. In the center is a single shard of obsidian. This item can be found in the Dungeon Master’s Guide. Thenturischer Reif (Reif der Sprengung) Wundersamer Gegenstand, ungewöhnlich Wenn du diesen Zirkel trägst, kannst du eine Aktion nutzen, um mit ihm den Zauber Versengender Strahl zu wirken. Wenn du die Angriffe des Zaubers ausführst, tust du dies mit einem Angriffsbonus von +5. Der Zirkel kann bis zur nächsten Morgendämmerung nicht mehr auf diese Weise benutzt werden. Wenn du ihn trägst, flüstern dir die Stimmen der Toten zu und gewähren dir einen Bonus von +2 auf Initiative, wenn der Träger nicht außer Gefecht gesetzt ist. Dieser Armreif ist sehr alt - er stammt aus der Zeit von Aesperus, als er noch lebte. Er ist aus Kupfer und Onyx gefertigt, und goldene Ketten hängen von ihm herab. In der Mitte befindet sich ein einzelner Obsidiansplitter. Dieser Gegenstand kann im Dungeon Master's Guide gefunden werden.

Wand of Secrets uncommon Tower of storms DDHC0-DoIP-12 Dragon of Icespire Peak Show
Notes:

DMG'24p322
Wand, uncommon
1 lb.

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Cloak of Many Fashions common Tower of storms DDHC0-DoIP-12 Dragon of Icespire Peak Show
Notes:

DMG'24p245
Wondrous item, common
While wearing this cloak, you can take 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.

Battleaxe of Warning uncommon Tower of storms DDHC0-DoIP-12 Dragon of Icespire Peak Show
Notes:

DMG'24p324
Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.

Adventurer's Ring common Tomb of Damara FR-AiF-02-Tomb of Damara Show
Notes:

Create or extinguish Light as bonus action

Longsword +1 uncommon Tomb of Damara FR-AiF-02-Tomb of Damara Show
Shield +1 uncommon Tomb of Damara FR-AiF-02-Tomb of Damara Show
Wand of Web uncommon Swamp of Chelimber DDAL05-07 Chelimber's Decent Show
Notes:

Wand (arcane focus), 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.
Weight: 1

Ring Of Swimming uncommon Swamp of Chelimber DDAL05-06 Beneath the Fetid Chelimber Show
Notes:

Ring, uncommon
This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
You have a swimming speed of 40 feet while wearing this ring.

Goggles of Night uncommon Phlan DDEX-1-4 Dues for the dead Show
Notes:

Wondrous Item, Uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Talking Doll common Joquiet, Feywild WBW-DC-JOQ-04 Vanishing the Lady Show
Notes:

Wonderous 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. For
example, whenever someone picks up the doll, it might say,
"I want a piece of candy." The doll's phrases are lost when
your attunement to the doll ends. This item is found in
Xanathar’s Guide to Everything.

The doll’s name is “Zoe Grimalda” which is a name of
great importance in Joquiet and therefore any creature in
possession of this doll has 5 more reputation than normal.
This trait only functions while within the domain of delight
of Joquiet.

This item was stolen from The Tall Man. If you possess
this item while in an adventure taking place in Joquiet, you
owe The Tall Man a favor, and he has the right to curse you
if you do not comply.

Feywild Shard uncommon Joquiet, Feywild WBW-DC-JOQ-04 Vanishing the Lady Show
Notes:

Wonderous Item, Uncommon (Requires Attunement by a
Sorcerer)

This warm crystal glints with the sunset colors of the
Feywild sky and evokes whispers of emotional memory. As
an action, you can attach the shard to a Tiny object (such as
a weapon or a piece of jewelry) or detach it. It falls off if
your attunement to it ends. You can use the shard as a
spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you
are holding or wearing the shard, you can roll on the Wild
Magic Surge table in the Player's Handbook. If the result is a
spell, it is too wild to be affected by your Metamagic, and if
it normally requires concentration, it doesn't require
concentration in this case; the spell lasts for its full
duration.

If you don't have the Wild Magic Sorcerous Origin, once
this property is used to roll on the Wild Magic Surge table, it
can't be used again until the next dawn. This item is found
in Tasha’s Cauldron of Everything.

This shard is a portion of the fey power of the dryad
Quercus, who gained a great deal of power in the domain of
delight of Joquiet under the name of Zoe Grimalda. She
forsook this power for a simple life as a tree nymph once
again, and this shard represents the last vestige of Zoe
Grimalda’s power.

Doss Lute uncommon Joquiet, Feywild WBW-DC-JOQ-03 Giant Serenade Show
Notes:

Wonderous 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 each one and its rarity. 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

This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.

Masquerade Tattoo common Joquiet, Feywild WBW-DC-JOQ-03 Giant Serenade 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.