Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
🎕 Dust of Dryness uncommon WBW-DC-FDC-05 Crumbling Castles & Candy Clouds Show
Notes:

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

🗵 Masquerade Tattoo common WBW-DC-FDC-05 Crumbling Castles & Candy Clouds Show
Notes:

Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This item is found in Tasha’s Cauldron of Everything.
This tattoo is formed from inks made from pureed berries, rich icing, and other all-natural sources.

☐ Nature's Mantle uncommon WBW-DC-FDC-05 Crumbling Castles & Candy Clouds Show
Notes:

Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. This item is found in Tasha’s Cauldron of Everything.
This cloak is formed from the same cotton candy clouds that hold Castamella aloft. It is incredibly warm and soft. If consumed, the cloak tastes like bittersweet raspberries but is not filling; after 1d4 hours, the clouds roil and reform in their original shape.

🗹 The Smasher (Maul +1, Decanter of Endless Dwarven Spirits) rare Trade Log Show
Notes:

A +1 maul named “The Smasher” that, when given the command “This celebration isn’t going to start itself!”, acts as a decanter of endless water but dispenses potent dwarven spirits instead. This is a rare magic item.

☐ Night Caller uncommon DDIA06-SUNLESSCITADEL The Sunless Citadel Show
Notes:

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.

🎕 Quaal’s feather token (tree) rare DDIA06-SUNLESSCITADEL The Sunless Citadel Show
☐ Wand of Entangle uncommon DDIA06-SUNLESSCITADEL 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.

☐ Shatterspike uncommon DDIA06-SUNLESSCITADEL 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.

☐ Warpick +1 uncommon CCC-TRI-09 Tinhammer Falls Show
Notes:

This pick appears to be of dwarven make, and is equally suited to stonework as it is to combat. When used in combat, you have a +1 to attack and damage rolls made with this weapon. When used as a mining implement, it allows dwarves to apply twice their proficiency bonus to any skill rolls related to stone, including their stonecunning ability

☐ Ring of Swimming uncommon DDAL05-6 Beneath the Fetid Chelimber Show
Notes:

This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.

☐ Bracers of Archery uncommon DDAL05-2 The Black Road Show
Notes:

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ Wand of Webs uncommon DDAL05-7 Chelimber’s Descent Show
Notes:

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.

☐ Rust Bag of Tricks uncommon DDEP08-01 Chaos inthe City of Splendors Show
Notes:

This non-descript, rust colored bag is covered with patches, each sewn on by a different hand. When the bag is opened, a small puff of dust and a pair of moths fly out.

☐ Folding Boat rare DDEP08-01 Chaos inthe City of Splendors Show
Notes:

When unfolded to the ship size, this boat has a small casino on deck. It has a wet bar, four casino tables, and flies the flag of Waterdeep’s current Open Lord, Laeral Silverhand (who probably neither knows nor approves of this ruse).

☐ Cloak of Protection uncommon WBW-DC-TLRMB-02 - The Last Resort Show
☐ Pearl of Power uncommon WBW-DC-TLRMB-03 - The Black Lily Contract Show
Notes:

Minor Property: Language (Sylvan)

☐ Lantern of Revealing uncommon CCC-UNITE-AN-04 Sisterhood of the Blade Show
☐ Mystery Key common CCC-UNITE-AN-04 Sisterhood of the Blade Show
🎕 The Witchstone (Walloping Ammunition) common CCC-CIC-15 Den of the Dead Witch Show
Notes:

This large stone is covered in Celestial runes marking fey and undead creatures as its enemies.

🎕 Necklace of Firealls uncommon CCC-CIC-15 Den of the Dead Witch Show
Notes:

While wearing this necklace, a tattoo in the shape of Ϫ appears on throat. The tattoo disappears if the necklace is removed. This necklace has 6 beads.