Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
🗹 Gauntlets of the Ogre Power uncommon Trade Log Show
🗵 Veteran's Cane common WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery Show
Notes:

Wondrous item, common
This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”.
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light

🗵 Talking Doll common WBW-DC-ROOK-1-2 Rise of the Everplume Show
Notes:

Wondrous item, common (requires attunement)
This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly.
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench.

🗹 Cloak of Protection uncommon WBW-DC-ROOK-1-3 The Rookery: City of the Dead Show
Notes:

The exhibit was about the timeline of fashion within the city. It contains a dozen cloaks each fancier and more intricate than the last. The final ultimate example has magic weaved into its fabric (cloak of protection) and displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim.

☐ Masquerade Tattoo common WBW-DC-ROOK-1-3 The Rookery: City of the Dead Show
Notes:

The two pins in the dolls eyes are quite magical. One of them creates the spellwrought tattoo (charm person) while the other creates the masquerade tattoo. The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time.

🗵 Staff of Birdcalls common WBW-DC-ROOK-1-4 The Rookery: Long live the Goblins Show
Notes:

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

☐ Bracers of Archery common WBW-DC-ROOK-1-4 The Rookery: Long live the Goblins Show
Notes:

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

🗹 +1 Amulet of the Devout common Purchase Log Show
☐ Elven Chain rare WBW-DC-ROOK-2-1 Rapid Resettlement in the Rookery Show
Notes:

Made of interlocking amorywood rings, this armor is of obvious elven design. These rings are as strong as mithral.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Sentinel. This item glows faintly when goblinoids are within 120 feet of it.

🗵 Bella's Tricorn Hat (Hat of Vermin) common WBW-DC-ROOK-2-1 Rapid Resettlement in the Rookery Show
Notes:

This black tricorn cap is made of tough leather with intricate stitching.
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 (see the Player's Handbook or the Monster Manual for statistics). 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.
Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

🗵 Graduate's Gown (Cloak of Billowing) common WBW-DC-Rook-2-2 The Rookery: Into the Velarium Show
Notes:

This fine gown honors graduates of the Visitor’s Center’s impressive school. It is a deep purple velvet with black satin trim. Additionally, it has a small ceremonial cape that falls upon the back side.
While wearing this gown, you can use a bonus action to make it billow dramatically.
Language. The bearer can speak and understand Sylvan while the item is on the bearer's person.

☐ Drow Boots of Speed rare WBW-DC-Rook-2-2 The Rookery: Into the Velarium Show
Notes:

The body of these soft-sided boots is made from silk. They have a hardened-wood buckle near the collar that secures them to the wearer.
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Song Craft. Whenever the wearer takes a step, its bearer hears a fragment of an ancient elven song. This song makes the mushrooms in the Velarium glow and the webs tense enough for walking without adhesion.

☐ Bracers of Defense rare WBW-DC-Rook-2-3 The Rookery: The Court of the Crown Show
☐ Cloak of Many Fashions common WBW-DC-Rook-2-3 The Rookery: The Court of the Crown Show
Notes:

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

🗵 Pipe of Smoke Monsters common WBW-DC-ROOK-3-1 - The Rookery: High Caldir Show
Notes:

Wondrous item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

☐ Figurine of Wondrous Power (Ivory Goats) common WBW-DC-ROOK-3-1 - The Rookery: High Caldir Show
Notes:

Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes 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.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine 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.
Ivory Goats
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
+ The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
+ The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
+ The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.

☐ Pole of Collapsing common WBW-DC-ROOK-3-2 - Frogs of War Show
☐ Hope’s Emissary (Staff of the Woodlands) rare WBW-DC-ROOK-3-2 - Frogs of War Show
Notes:

Staff, rare (requires attunement by a Druid)
This white wood staff once belonged to Valmoira Hopeblossom herself. It was loaned to the ruler of Cnocglen, who vowed to keep it safe until her return. It is carved, top to bottom, with images of rare animals and plants.

Key. This staff unlocks employee doors within the Rookery. This includes original doors in the Visitor’s Center, the Observatory, and within the Engineworx, far below the surface.

☐ Staff of Swarming Insects rare WBW-DC-ROOK-3-3 - The Crook in the Rook Show
Notes:

This large, ebony crook is cold to the touch, and hard to focus on, seeming to desire to drift into shadow. It once belonged to the slaad lord, Ygorl, before it was stolen by a night hag. Ygorl has been searching for it ever since, intent on getting his revenge — no matter who should possess it.

☐ Wand of Pyrotechnics common WBW-DC-ROOK-3-3 - The Crook in the Rook Show