Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Boots of Elvenkind uncommon Show
Notes:

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

These boots are the height of fashion in Esmeltaran.

Cloak of Many Fashions common WBW-DC-AMQ-02 Feywild Robbery Show
Notes:

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.

Slippers of Spiderclimbing uncommon WBW-DC-AMQ-02 Feywild Robbery Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Dust of Disapeareance uncommon DDHC0-DoIP-14 Woodland Manse Show
Notes:

DMG'24p255
Wondrous item, uncommon
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.

Staff of Birdcalls common DDHC0-DoIP-14 Woodland Manse Show
Notes:

Staff, weapon, common
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 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.

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Cloak of Billowing common DDHC0-DoIP-14 Woodland Manse Show
Notes:

DMG'24p244
Wondrous item, common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

Immovable Rod uncommon DDHC0-DoIP-14 Woodland Manse Show
Notes:

DMG'24p270
Rod, uncommon
2 lb.
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.

Boots of Elvenkind uncommon DDHC0-DoIP-14 Woodland Manse Show
Notes:

Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

Deck of Illusions (Amu's kleines Buch) uncommon FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

"Dieses Buch namens "Amu's fabulous Tales of Toril" beinhaltet 34 Fabeln und Legenden über Helden und grandiose Monster die zumeist nur aus Bildern bestehen. Durch das einlegen des goldenen Buchbandes in eine Geschichte kann man den Hauptcharaktere Dieser als Illusion in die Realität rufen, Amu nutzt diese Fähigkeit des Buches oft um Besucher der Taverne zu verblüffen."
Source: Dungeon Master's Guide

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

1d100 Illusion*
01–03 Adult Red Dragon
04–06 Archmage
07–09 Assassin
10–12 Bandit Captain
13–15 Basilisk
16–18 Berserker
19–21 Bugbear Warrior
22–24 Cloud Giant
25–27 Druid
28–30 Erinyes
31–33 Ettin
34–36 Fire Giant
37–39 Frost Giant
40–42 Gnoll Warrior
43–45 Goblin Warrior
46–48 Guardian Naga
49–51 Hill Giant
52–54 Hobgoblin Warrior
55–57 Incubus
58–60 Iron Golem
61–63 Knight
64–66 Kobold Warrior
67–69 Lich
70–72 Medusa
73–75 Night Hag
76–78 Ogre
79–81 Oni
82–84 Priest
85–87 Succubus
88–90 Troll
91–93 Veteran Warrior
94–96 Wyvern
97–00 The card drawer

Robe of Usefull Items uncommon FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic 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.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)
* Dagger
* Mirror
* Pole
* Rope (coiled)
* Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table
Results:
* Bag of 100 GP
* Bag of 100 GP
* 10 gems worth 100 GP each
* Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
* 10 gems worth 100 GP each
* Riding Horse with a Riding Saddle
* Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
* Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
* Spell Scroll Enlarge Reduce
* 10 gems worth 100 GP each
* Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
Wooden ladder (24 feet long)
* 10 gems worth 100 GP each

Halfplate of Nightterror (Enspelled Breastplate: Phantom Steed) rare FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

"This enchanted breastplate is made of a bound ghosts soul that protects its "wearer", as best as it can, through the application of force against the incoming attacks. Which causes them to either be pushed back or, like in the case of arrows for example, change the trajectory of projectiles so that the protected creature isn't hit. The ghost itself is friendly and likes to chat with the wearer of the plate during downtime. This plate once belonged to Thom Lai, an Lich who no longer has use for it. The latent magic inside this item also allows the wearer to summon Thom Lai's personal steed Nightterror which faithfully transports them to their destination."

Magic Item Quirk (Metamorphic): The ghost can make itself invisible in case the wearer doesn't want a terrific looking ghostly breastplate, with skulls on it, visible when they walk into the local town.

Minor Property (Guardian): The ghost can see in all directions which makes it easier to spot enemies, it will want the wearer of the Breastplate if dangers are nearby and grants a +2 to initative.

Breastplate of Nightterror (Enspelled Breastplate)

Source: Dungeon Master's Guide

Armor (Medium Breastplate), Rare (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.

Spell: Phantom Steed (Spell)