Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▼ Source
Slumbering Scaled Ornament uncommon DDHC -DDA 01 - Death at Sunset Show
Notes:

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Leafwarden Dragon Slayer Longsword rare DDHC -DDA 01 - Death at Sunset Show
Notes:

At the center of the wyrmling’s hoard is Leafwarden, the sword of the elf warrior Ethvarn. The sword was embedded in Death-at-Sunset’s flesh when the dragon was slain, and the elves never found it. Leafwarden is a Dragon Slayer (Longsword). You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon’s type if the target is a Dragon.

Magic Candy unique CCC - EU 01 - Cinderling Herding Show
Notes:

1 Resize - Roll a d10. Your height changes by a number of inches equal to your roll. If the roll is odd, you shrink. If roll is even, you grow

2 Bubbles - You can't speak for the next minute. Whenever you try, bubbles float out of your mouth

3 Natural Armor - Your skin takes on a metallic sheen. You gain a +2 bonus to AC for 24 hours

4 High volume - You now shout whenever you speak for 1 hour

5 Invisible - You are invisible for 1 hour.

6 Illuminate - You shine with a bright light in a 30ft radius for the next 2 hours

7 Polymorph (Toad) - you Polymorph into a giant toad matching your height for 30 minutes.

8 Polymorph (Sheep) - you Polymorph into a sheep 10 minutes.

9 Polymorph (Dragon) - you Polymorph into a dragon wyrmling of the color or metal of your choice for 24 hours

10 Water breathing - You can now breath underwater for 1 hour.

11 NOT invisible - for 1 hour you believe yourself to be invisible. You are not actually invisible

12 Stinky butt - You have uncontrollable flatulence for 1d10 minutes

13 Pigeon speak - You can only speak in cooing noises for 24 hours. Everyone can still understand & converse with you as normal, but they only hear coos

14 Fabulous - 1d100 sparkling motes dance about your head until dawn

15 Like a fish - Your skin turns to fish scales for 4 hours

16 Like a bird - Your grow feathers which fall out after 4 hours

17 Like a bear - You grow thick shaggy fur which falls out after 4 hours

18 True North - All compasses in the vicinity point towards you, as if you were true north for a day

19 Lend an ear - You can change the size of your ears at will for 24 hours.

20 Like a carrot - Your hair turns bright green, and your skin bright orange for 24 hours

21 Like an eggplant - Your hair turns bright green, and your skin dark purple for 24 hours

22 Flower power - Flowers permanently grow from your head, making it look like you wear a flower crown.

23 Like a stag - You permanently grow a set of antlers.

24 Like a rabbit - Your ears turn into rabbit ears for 24 hours

25 Animal friend - You change into the shape of your favourite animal for 24 hours

26 Rainbow - When you move your arms, rainbows trail behind them for 24 hours

27 Color coded - Every time you sneeze, your clothes change color

28 Where is everyone? - All other adventurers in the party appear invisible to you for the next 10 minutes

29 Spooky - You appear as a skeleton for 1 hour.

30 Southpaw - If you were right handed, you become left handed, and the other way around for the next hour

31 Talk to plants - You can talk to plants for 24 hours

32 Like a wizard - You grow a long grey beard that reaches to your knees

33 Talk to animals - You can talk to animals for 24 hours

34 Ghost Watcher - You can see into the ethereal realm up to 30 ft. for the next 24 hours

35 Contagious happiness - When you smile at someone, they must make a DC 10 Charisma saving throw or be forced to smile for 1 minut

36 Such a charming monster - when you touch a creature, it turns pastel shades of itself for 1 hour. You can use this ability once

37 How did that go again? - You forget how to tie your shoes and have to relearn how to do it.

38 Like a ram - You permanently grow a curved pair of ram horns.

39 The Golden Goose - For the next hour, you feel compelled to eat a hefty meal. At the end of the hour, if you have eaten, you lay an ornate golden egg (don't need to know how, please don't ask) worth 100 gp.

40 Bushy tailed - You grow a fluffy animal tail for one week

41 Half gone - You lose all hair on the right side of your body. It grows back after 24 hours

42 Sparkly - Your skin sparkles faintly for one week

43 Hop hop - For 1 hour you can only move by doing a kangaroo hop.

44 Like a lion - your hair grows long and around your face like a lion's mane for 24 hours

45 Wrong way round - Your body swivels 180° at the waist for 4 hours

46 Like a shark - Your teeth become shark teeth. If you lose a tooth, they grow back within a day.

47 What was it doing up there? - A handful of small glass marbles tumble from your nose

48 Little star - When you laugh, little glowing stars float from your lips up into the air for 24 hours

49 See through - You, your clothes, armor and gear, all become seethrough for 4 hours

50 Like a cat - Your eyes change into cat eyes, you permanently gain darkvision (60 feet).

Greataxe +1 uncommon DDHC -DDA 02 - Baker's Doesn't Show
Notes:

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Baba Yaga's Dancing Broom (A) uncommon DDHC -DDA 02 - Baker's Doesn't Show
Notes:

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.

Gray Bag of Tricks uncommon DDHC -DDA 02 - Baker's Doesn't Show
Notes:

This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic 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 on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. 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.
Gray Bag of Tricks
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Slumbering Dragon Vessel (A) uncommon DDHC -DDA 02 - Baker's Doesn't Show
Notes:

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Slumbering Dragon Vessel uncommon DDHC-DD-02 Baker's Doesn't DDHC -DD 02 Baker's Doesn't Show
Notes:

Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Whip +1 uncommon DDHC-DD-03 The Will of Orcus Show
Wand of Secrets uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Slumbering Dragon's Wrath Weapon Shortsword (A) uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Shield +1 uncommon DDHC-DD-03 The Will of Orcus Show
Lantern of Revealing uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.

Wand of Secrets uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:


Wand, Uncommon

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.