Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
Pipes of the Sewers uncommon DDHC-XGE-01 Rats of Waterdeep DDHC-XGE-01 Rats of Waterdeep Show
Notes:

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

Wand of Web uncommon DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre 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.

This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned.

Harengorn Spirit Club common DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre Show
Notes:

Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time)

This knotted club houses the spirit of a harengon.

While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.

Cigar smoke tattoo (Coiling graps tattoo) uncommon SJ-DC-YZ- 01 Trade Log Show
Notes:

Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process. When the attunement is complete, the cigar 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 cigar reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim. The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke. When the effect is used the tendril takes form of a smoke tentacle aswell.

Ilmater’s Bleeding Heart (Periapt of Wound Closure) uncommon CCC-GHCBK1-08 The Hunt for Cutter Jack Show
Notes:

Tier 1, Table F
Wondrous Item, uncommon (requires attunement)
This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.

Rapier +1 uncommon Level 5 CCC-GHCBK1-08 The Hunt for Cutter Jack Show
Astromancy Archive rare SJ-DC-RTR-PL-01 The Herd SJ-DC-RTR-PL-01 The Herd Show
Notes:

Wondrous item, rare (requires attunement by a wizard)
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3 lb.
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This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
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While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
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The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
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If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
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Minor Property: Harmonious
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Attuning to this item takes only 1 minute.