Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Magic Missiles uncommon Waterdeep Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

Bloodwell Vial +1 uncommon Golden Vault Reward Show
Notes:

Wondrous item, uncommon (+1) (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Ring of Jumping uncommon Waterdeep Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Wand of Web uncommon Feywild LN-01 Fuzzytail 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 shoots marshmallow like webs that are very sticky and very tasty.

Harengon Spirit Club (Certificate) common Event Reward LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

This knotted club houses the spirit of a harengon. While wielding the club, you 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.

Story Award: Shadow Rat common Feywild WBW-DC-ZODIAC-01 THE PIPER AND THE RAT KING Show
Notes:

Gaining the friendship of the Rat King.

The shadow of the archfey splits off a small portion of itself which forms the shape of a tiny shadow rat that connects to the character's shadow. Whenever the character reflects a shadow, a shadow of a tiny rat also follows along. The character may command the tiny shadowrat to move up to 60 ft. away from the character. The shadow rat has the statistics of a rat.

Hat of the Vermin "Pipers Hat" common Feywild WBW-DC-ZODIAC-01 THE PIPER AND THE RAT 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.

“The dark blue wizard’s hat, decorated with silvery moons and stars, has two adorable round black mouse ears. Using the command word ‘Fantasia’ summons a non-combatant shadow of rats.”

Guardian.

The item whispers and squeaks warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Instruments of the Bards "Doss Lute" - Pipers Pipa uncommon Feywild WBW-DC-ZODIAC-01 THE PIPER AND THE RAT KING Show
Notes:

Wondrous Item, uncommon (requires attunement by a Bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way.

Seven types of these instruments exist, each named after a legendary bard college. A creature who 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 use an action to play the instrument and cast one of its spells:

Fly, Invisibility, Levitate, Protection from Evil and

Good, Animal Friendship, Protection from Energy (fire only), or Protection from Poison.

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.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save.

This effect applies only if the spell has a somatic or a material component.

“The pipa is engraved with moons, stars, and musical notes; the rosette is heart-shaped.”

Language. The bearer can speak and understand Sylvan as well as understand the language of rats and other rodents while the item is on the bearer’s person.

Magical Gift Pipe of the Sewers "Pipers Pipe" (Story Reward) uncommon Feywild WBW-DC-ZODIAC-01 THE PIPER AND THE RAT KING Show
Notes:

Wondrous Item, uncommon

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 DM). 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.

Language. The bearer can speak and understand the Sylvan

language while the item is on the bearer’s person. The bearer can also understand the language of rats and mice. This magic item can only be used in the Domain of Delight Samsara and ZODIAC adventures.

Periapt of Wound Closure uncommon CCC-GHC-BK1-08 The Hunt for Cutter Jac Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you gain the following benefits.

Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.