Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Harengorn Spirit Club
common
Endbelohnung vom Farmer
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.
Wand of Web
uncommon
Höhle erste Seitenkammer, Rucksack im Koko
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.
Bag of Tricks (Gray)
uncommon
Hölle Monster
CCC-GHC-BK1-09 Scavengers
Show
Notes:
Wondrous item, uncommon (requires attunement),
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Still-moving Skeleton of a Parrot
common
Turm Käfig 3 Stock
CCC-GHC-BK1-09 Scavengers
Show
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.
Chain Book (Flail +1)
uncommon
Raum nach der Sternenkammer
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.
Longbow +1
uncommon
Level up
DDHC-CM The Joy of Extradimensional Spaces
Show
Studded Leather Armor +1 mit Guardian
rare
Bruder der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Studded Leather Armor +1 (rare)
This Studded Leather Armor is made from black Leather and harmless metal spikes.
You have a +1 bonus to AC while wearing this armor.
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Deck of Illusions (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds , Joker)
uncommon
Schwester der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Uncommon, Consumabel
This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.
(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)
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, 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.
Spellwrought tattoo (Guidance).
common
Schwester der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
Spell Scroll: Magic Missle
common
sonder Item
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Magic Missle Scroll (von altem Buchhändler)
Potion of greater healing
uncommon
Spiel
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate.
The Red Death (guardian boots of speed)
rare
Belohnung vom Graf
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:
Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”
Potion of animal frindship
uncommon
Musemum
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Talon's hood (sentinel hat of Vermin)
common
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it.
Boots of the Winterlands
uncommon
Obergeschoss
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
requires attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Iron Bands of Bilarro
rare
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Alchemy Jug
uncommon
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.
Liquid Max Amount
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Censer of Controlling Air Elementals
rare
Djin
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Elemental Essence Shard with Guardian
rare
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. 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 use that property.
Air: You can immediately fly up to 60 feet without provoking opportunity attacks.
Guardian: The item whispers warnings to its bearer,
granting a +2 bonus to initiative
if the bearer isn't incapacitated.
This item can be found in Tasha's Cauldron of Everything (TCE).
A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape.
Keoghtom's Ointment
uncommon
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
consumabal 2
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Name | Rarity | Location | Table | Result | Source | |
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Harengorn Spirit Club | common | Endbelohnung vom Farmer | 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. |
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Wand of Web | uncommon | Höhle erste Seitenkammer, Rucksack im Koko | 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. This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned. |
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Bag of Tricks (Gray) | uncommon | Hölle Monster | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
Wondrous item, uncommon (requires attunement), 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk The creature is friendly to you and your companions, |
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Still-moving Skeleton of a Parrot | common | Turm Käfig 3 Stock | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. |
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Chain Book (Flail +1) | uncommon | Raum nach der Sternenkammer | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Notes:
weapon (flail), uncommon |
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Longbow +1 | uncommon | Level up | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Studded Leather Armor +1 mit Guardian | rare | Bruder der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Studded Leather Armor +1 (rare) This Studded Leather Armor is made from black Leather and harmless metal spikes. Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Deck of Illusions (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds , Joker) | uncommon | Schwester der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Uncommon, Consumabel This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left. (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker) 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, 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. |
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Spellwrought tattoo (Guidance). | common | Schwester der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. |
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Spell Scroll: Magic Missle | common | sonder Item | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Magic Missle Scroll (von altem Buchhändler) |
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Potion of greater healing | uncommon | Spiel | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate. |
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The Red Death (guardian boots of speed) | rare | Belohnung vom Graf | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated: Flavour Text: • “No one can outrun pain.” • “A dark path to run…” • I was the fastest fey alive…” • “It’s impossible to be everywhere at once.” • “You can’t turn back the clock.” |
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Potion of animal frindship | uncommon | Musemum | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. |
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Talon's hood (sentinel hat of Vermin) | common | WBW-DC-VMT-02 Court of the Owl King | Show | |||
Notes:
Wondrous Item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it. |
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Boots of the Winterlands | uncommon | Obergeschoss | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
requires attunement These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Iron Bands of Bilarro | rare | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Alchemy Jug | uncommon | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce. Liquid Max Amount |
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Censer of Controlling Air Elementals | rare | Djin | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Elemental Essence Shard with Guardian | rare | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. 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 use that property. Air: You can immediately fly up to 60 feet without provoking opportunity attacks. Guardian: The item whispers warnings to its bearer, This item can be found in Tasha's Cauldron of Everything (TCE). A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape. |
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Keoghtom's Ointment | uncommon | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
consumabal 2 Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |