Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Beast Fur Coat (robe of useful items) uncommon Faerun FR-DC-IT-01 Icewind Tales: Passing through the Storm 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.

Wooden Ladder (24 ft long)

Riding Horse with a Riding Saddle

2 Mastiff

Portable Ram

3x 4 Potions of Healing

Bag of 100 GP

Spellscroll of Call Lightning

Spellscroll of Lesser Restoration

Rowboat (12 ft long)

Moon-touched Longsword common Faerun FR-DC-IT-01 Icewind Tales: Passing through the Storm Show
Notes:

Weapon (martial, sword), common

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Minor Property:

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

Chardalyn Lute uncommon Faerun FR-DC-IT-01 Icewind Tales: Passing through the Storm Show
Notes:

Wondrous Item, Uncommon (Requires Attunement by a Bard)

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that 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 play the instrument to cast one of its spells. 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.

Instruments of the Bards

Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument

Fochlucan bandore Entangle, Faerie Fire, Shillelagh, Speak with Animals

Bloodwelll Vial +1 uncommon Icewind Dale FR-DC-IT-02 Icewind Tales: Frozen Hearts Show
Notes:

Wondrous item, uncommon (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.

Minor Property: Beacon, 10ft bright and 10ft dim magical light.

Sylvan Talon Dagger common Icewind Dale FR-DC-IT-02 Icewind Tales: Frozen Hearts Show
Notes:

Weapon (Dagger), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.

Minor Property: Guardian (+2 Initiative

Spellwrought Tattoo: Fireball uncommon Icewind Dale FR-DC-IT-02 Icewind Tales: Frozen Hearts Show
Notes:

Wondrous item (tattoo), rarity varies (Uncommon)

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.

The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.

3rd Uncommon +4 DC15 +7