Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Cat’s Paw Tabi (Boots of Striding & Springing) uncommon WBW-DC-NTP-01 Cat's Paws Show
Notes:

Wondrous Item, uncommon (requires attunement)

These tabi socks are made of white fur and resemble a pair of cat’s paws, replete with plush pink toe beans.

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Guardian: These tabi socks have the guardian minor property. They warn their bearer of impending threats through a series of meows, purrs, and hisses that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Embodiment of His Excellency, the Almighty Dai Meow-Ou (Talking Doll) common WBW-DC-NTP-01 Cat's Paws Show
Notes:

Wondrous Item, common (requires attunement)

This gaudy, stuffed cat toy is a souvenir from the festival, and perfectly captures the Dai Meow-Ou’s likeness, down to his insufferably mirthful expression. One paw clutches a paper folding fan, while the other is raised in a gesture of benediction.

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 you can 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.

Language: This toy has the language minor property. The bearer can speak and understand Sylvan while the item is on the bearer’s person.

Flask of Sobriety (Tankard of Soriety) common Chest in the Storage SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! Show
Notes:

Wondrous item, common
This flask has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The flask has no effect on magical liquids or harmful substances such as poison.

Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey.

Message: The treasure you may seek is in the ruin of "Al Kha Thun"

"Guardian" Guardian Emblem uncommon Clowns Corpse SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! Show
Notes:

Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.

Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Cigar smoke tattoo (Coiling Grasp Tattoo) uncommon Corpse of the Plasmoid Monk SJ-DC-YZ- 01 - 01 Easy Task gone wrong 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.

Chest of Preserving common FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, common

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves’ tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Gleaming. This item never gets dirty.

Fresh fruit from foreign lands is a marvel richer than gold or jewels.

Brightlark’s Wraps (Wraps of Unarmed Prowess) uncommon FR-DC-CURSE FR-DC-CURSE Is this a Curse? Show
Notes:

Wonderous item, uncommon (requires attunement)

While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Waterborne. This item f loats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

A set of comfy olive wraps; well-worn, but well-repaired. Faded gold thread stitches out sigils of power.

Ring of Mind Shielding uncommon FR-DC-TGT-01 Kobolds Are The Worst Guests! FR-DC-TGT-01 Kobolds Are The Worst Guests! 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.

Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Cloak of many fashions common Gith Corpse in a Cave SJ-DC-YZ- 01 - 01 Easy Task gone wrong Show
Notes:

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.

This cape is in a beautiful red tone with golden seam. On the back it has a big open mouth in the same golden color.

Quirk: Loud: When activated the mouth on the back of the cloak shouts out: Ohh, a pretty boy/girl! Seems like my looks aren't fine enough for you?