Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Bag of Tricks (Tan) uncommon Service Reward: Bag of Tricks (tan) Show
Notes:

Wondrous Item, uncommon
This ordinary bag, made from gray 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
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.

d8 | Creature
1 | Jackal
2 | Ape
3 | Baboon
4 | Axe Beak
5 | Black Bear
6 | Giant Weasel
7 | Giant Hyena
8 | Tiger

Shatterspike uncommon DDHC-TYP Ch.1 The Sunless Citadel Show
Notes:

Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.

Wand of Entangle uncommon DDHC-TYP Ch.1 The Sunless Citadel 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 entangle spell (save DC 13) 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.

Fluried Furs (Smoldering Armor) common DDAL00-04 Winter's Flame Show
Notes:

Armor (hide), common
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. (Wisps of harmless, odorless smoke rise from this armor while it is worn.)

Chultan Midwinter Candle (Candle of the Deep) common DDAL00-04 Winter's Flame Show
Notes:

Wondrous item, common
A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon.
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Cloak of Protection common WBW-DC-CONMAR-03 Ballad of Bullywug Bog Show
Notes:

Wondrous Item, uncommon (Requires attunement)
The cloak is only a cape, and is blue with a golden sigil embroidered on the back. The symbol is a gold rose on a green four leaf clover. When wearing, the characters feel the urge to rescue any creature in peril.
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Staff of Birdcalls common WBW-DC-CONMAR-03 Ballad of Bullywug Bog Show
Notes:

Staff, common
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

The staff has lily pads growing from it and if the character leaves it out during a night's rest, it would attract 3 frogs that would sit on the lily pads in the morning, croaking a song.

Prehistoric figurine of wondrous power (Pyrite Plesiosaurus) uncommon Service Reward: Prehistoric figurine of wondrous power (Pyrite Plesiosaurus) Show
Notes:

Wondrous Item, uncommon
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.

As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed.

While you are riding the plesiosaurus, you can use it to cast water breathing at will.

Splint Armor +1 rare Trade Log Show
Notes:

Armor, rare
This fine suit of armor has dwarven runes etched upon it.
You have a +1 bonus to AC while wearing this armor.
Sentinnnel Minor Property: The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs.

Bag of Tricks (Rust-colored) uncommon Trade Log Show
Notes:

Wondrous Item, uncommon
This bag made from gray, rust, or tan 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 that corresponds to the bag’s color. 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.

Rust Bag of Tricks
1d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant Goat
6 Giant Boar
7 Lion
8 Brown Bear