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Common Magical Goods

Common magical items and goods that do not require attunement to be used. Readily available for purchase in most metropolitan centers. Maybe be harder to find in more regional areas.
 

Clothing

These are magical items that are worn on your person and are often available in a variety of cuts and designs.
 
Waterdhavian Mask (15gp): A thin mask with a simple illusion on the face and voice, the wearer can see perfectly fine through the mask, but their identity is completely disguised. Originally the enchantment used by the Masked Lords of Waterdeep, it has never-the-less been popularized by darker organisations.
 
Deceptive Leather (40gp): Leather enchanted to be translucent from one side. Can cover one or both eyes.
 
Stormhold Scarf (65gp): Give you resistance to non-magical cold and allow you to cast Seek Phrase once per long rest.
 
Wizard’s Novice Hat (40gp): Three times per day you may pull a tiny-sized animal you are familiar with from the hat. It is neither allied or hostile to you. Any animals conjured disappear at dawn, and spent charges are restored.
 
Boots of False Tracking (50gp): While wearing these boots, you can choose to alter your footsteps into another humanoid.
 
Cloak of Heroes (50gp): Causes the fabric of a cloak to billow and flair around you dramatically, and you can use a bonus action to change one of the cloaks characteristics; fabric, colour, hem, collar, lining, etc.
 
Goggles of Night (90gp): You gain 60ft darkvision, or our darkvision range is increased by 60ft.
 
Boots of Striding and Springing (100gp): While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
 
Boots of Elvenkind (100gp): While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
 
Cap of Water Breathing (100gp): While wearing this cap, a bubble of air forms around your head when submerged in liquid.
 
Mask of Clean Air (100gp): You have advantage against harmful gases and vapors.
 
Scarf of the Snake (100gp): Makes you invisible to Darkvision, but also makes you vulnerable to cold damage.
 
Cruento Scarf (120gp): A scarf that will activate once per day and thirst for blood, binding a wound and automatically stabilising you during death saving throws. This ability returns at dusk.
 
Bracers of Archery (150gp): While wearing these, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to Damage Rolls on your Ranged Attacks.
 
 

Jewellery

Magical spells worn or woven into gemstones worn on ones person.
 
Clockwork Amulet (10gp): A small copper amulet filled with tiny interlocking gears powered by a Quartz Elemental. Can be used to tell the time when the sun is obscured, indoors, or underground.
 
Ioun Sequins (10gp): A vanity item for college spell-casters or courtiers, a full set of 12 ioun stones that gloat and shimmer around the crown of your head. Once per day can shed a dim light for 10ft around you, recharges at midnight. They also give disadvantage against anyone attempting to snatch any Ioun Stones from around your head.
 
TinderRing (20gp): Also known as the Matchmaker Ring, or Ring of Sune. A rather popular new magical item through the wealthy of Waterdeep and Suzail. While wearing this ring, you can choose to magically infuse your choice of gender identity, sexual preferences, and relationship status into the ring, causing bright colours to flow into the rings centre. Wearing one of these rings allows you to instinctively know information about others rings, or can be guessed through a Wisdom (Arcana) DC 12. The ring will not function to humanoids that have not reached their age of majority.
 
Driftglobe (40gp): Also known as an 'Ioun Stone of Illumination'. A small glass sphere, it floats around you and casts bright light for 30ft.
 
Dragonling Brooch (70gp): A popular magical item in Kara-tur, summons a tiny magical dragon that moves around your shoulders and will commune on your behalf to dragons and draconic races. Shares your charisma attribute while it does so.
 
Ring of Water Walking (75gp): While wearing this ring, you can choose to walk on the surface of liquids.
 
Burglar’s Ring (80gp): Once per day you can pass through glass for 1 minute. This recharges at midnight.
 
 

Spellcaster Foci

These are spellcaster foci, but with additional spell affects woven into the items for variety of affects.
 
Wand of Scowls (30gp): 3 charges A wand with the image of a frowning theatre mask on the end. Expend a charge and you attempt to make a creature within 30ft scowl. The creature rolls a Charisma DC 12 against this affect. The wand regains 1d3 charges on a long rest. If reduced to 0 charges, there is a 50% of the wand transforming into a Wand of Smiles.
 
Wand of Smiles (30gp): 3 charges A wand with the image of a smiling theatre mask on the end. Expend a charge and you attempt to make a creature within 30ft smile. The creature rolls a Charisma DC 12 against this affect. The wand regains 1d3 charges on a long rest. If reduced to 0 charges, there is a 50% of the wand transforming into a Wand of Scowls.
 
Instrument of Illusory Weather (35gp): While you play, illusory weather effects appear in the 15ft around you. The weather seems to work in concert with the music, rain intensives on deep minor chords, snow bounces on higher ones, autumn leaves swirl to your dips and rises. The effect is obviously an illusion but is captivating.
 
Rod of Birdcalls (45gp): A wooden rod carved with birds. It can be used to conjure forth a bird sounds with a bonus action, and is favoured by those that cannot whistle.
 
Apprentice Spellbook (50gp): This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age. Able to transcribe Spell Scrolls and ritual scrolls that you find and buy.
 
Instrument of Silent Warning (60gp): When playing this instrument, only your allies within 600ft can hear it.
 
Wand of Pyrotechnics (60gp): 12 charges Expend a charge and create a harmless burst of multicoloured lights and noise in a 60ft cone. The wand regains 1d6 +4 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
 
Staff of Flowers (70gp): 10 charges Can conjure 5ft worth of non-magical flowers from the ground using a charge. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
 
Wand of the Ettercap (75gp): 10 charges Expend a charge to coat a square foot of surface in cobwebs. Regains 1d6+4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the wand disintegrates into a mass of cobwebs.
 
Spellplague Amulet (75gp): This amulet can be used by a wizard to use any one Wizard Cantrip. Must take a long rest to use it again this way.
 
Striking Venom Staff (80gp): When activated, this staff bites any target within 5ft. It can only attack once per combat round. It uses your spellcasting attribute and proficiency to hit, deals 1d6 piercing damage on a hit, and they must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. Can only be used by nature spell-casters.
 
Dirge Instrument (90gp): When playing this instrument, targets who can hear it have advantage on death saving throws.
 
Wind Fan (90gp): You can cast Gust using your spellcasting attribute. Counts as a monk weapon.
 
Wand of Repair (90gp): 10 charges You can expend a charge to cast Mending. The wand regains 1d6 + 2 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand shatters and is destroyed.
 
Instrument of Wounding (120gp): You can cast Toll the Dead using charisma attribute. Used as a bard spellcasting focus.
 
Wand of the Graves (120gp): 8 charges You can expend a charge to cast Mould Earth or you can expend 1-3 charges to attack (+5) a target and deal <1-3>d8 necrotic damage. If you hit an undead with this attack it has disadvantage against you until the end of your next turn. The wand regains 1d6 + 1 expended charges daily at midnight. If you expend the wand’s last charge, roll a d20. On a 1, the wand turns into vapor and dirt and is destroyed.
 
Wand of the Stage (140gp): 7 charges You can expend a charge to cast Minor Illusion, Message and Friends. 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 explodes into paper confetti and is destroyed.
 
Wand of the Flames (140gp): 6 charges You can expend a charge to cast Control Flames or you can expend 1-3 charges to either attack (+5) a target and deal <1-3>d10 fire damage, or create a bonfire within 60ft. Any creature that starts it’s turn or moves in that space must make a DC 13 Dexterity save or take <1-3>d8 fire damage. The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand explodes and deals 3d10 fire damage to everything within 5ft of it.
 
Wand of the Frost (140gp): 6 charges You can expend a charge to cast Shape Water or you can expend 1-3 charges to either attack (+5) a target and deal <1-3>d8 cold damage and -10 speed, or cover a creature in frost within 60ft. The creature must make a DC 13 Constitution save or take <1-3>d6 cold damage and have disadvantage on the next weapon attack. The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand’s last charge, roll a d20. On a 1, the wand explodes and deals 3d10 cold damage to everything within 5ft of it.
 
Staff of the Stormlords (150gp): 6 charges When you use this staff to strike (1d6/1d8), you may use a bonus action to spend 1-3 charges, adding <1-3>d8 lightning damage to your melee attack. You can spend a reaction to spend 1-3 charges, DC 13 Constitution save for everyone within 5ft or take <1-3>d6 thunder damage. You can use an action to against a target within 15ft, spend 1-3 charges, DC 13 Strength save or they are pulled 10ft towards you and take <1-3>d8 lightning damage. The staff regains 1d4 + 1 expended charges daily at dusk. If you expend the wand’s last charge, roll a d20. On a 1, the staff explodes, dealing 3d10 lightning and thunder damage to you.
 
 

Tattoos

These magical tattoos can be carried in crystal vials, and need someone proficient in Disguise to apply them.
 
Illuminator (60gp): This tattoo occupies 6 inches of skin, and contains beautiful calligraphy, images of writing implements, and the like. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until you take a long rest.
 
Corellon's Blessing (80gp): This tattoo occupies 6 inches of skin, and contains beautiful calligraphy of elven love poetry. While this tattoo covers your skin, when you wake from a long rest you can alter your physical appearance in one of three ways; masculine, agender, or feminine. This alteration is not strong enough to make you unrecognisable, but you imitate the elvish blessing.
 
Ascendant (100gp): This tattoo occupies 6 inches of skin, and contains beautiful calligraphy of the major attributes (Strength, Dexterity, Constitution, Wisdom, Intelligence or Charisma). You can only have one Ascendant Tattoo per person. This tattoo increases the attribute it is associated with by 1, to a maximum of 20.
 
 

Wondrous Items

Magical items that do not fit into the above catagories.
 
Coin of Delving (1gp): This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
 
Pipe of Imagining (8gp): While smoking you can shape your smoke into whatever you please. A moving creature, a scene, the only limit is the amount of smoke in a single breath.
 
Tymora's Dice (12gp): Creatures have disadvantage on Sleight of Hand checks to manipulate these dice's rolls.
 
Sunrod (15gp): A small 4 inch long stick with the Light cantrip enchanted into it.
 
Listening Quill (20gp): When activated, it transcribes all spoken words for the next hour. It recharges at dusk.
 
Cloudland China (20gp): High quality china goods that will not fall. Place a saucer in the air and it will hold your cup. Drop a piece and it will hold mid-air for you.
 
Kildirn’s Singing Stein (25gp): This pint stein is cast in the likeness of Harradin Kildirn, a famous bard and drunkard. His bawdry drinking songs are still sung, sometimes bellowed, across the realm. When filled with an alcoholic beverage, the stein sings some of Kildirn’s well-known tavern drinking songs. The longer it is kept topped-up, the more rowdy and bawdy the songs become. It can be heard up to 500 feet away once it gets going.
 
Immaculate Handkerchief (35gp): A small handkerchief imbued with the Prestidigitation cantrip, can clean itself of any stain, any object held within it takes 1 acid damage for every minute it is held against.
 
Rope of Mending (35gp): A 50ft coil of rope in a hemp bag, when cut apart any pieces placed back into the bag become rejoined.
 
Gauntlgrym Ward Lamp (45gp): Casts a magical field out in front of it, that illuminates when a creature with darkvision looks within the field. Great for alerting guards when something or someone with darkvision is sneaking up on them.
 
Ersatz Eye (45gp): This ruby gem functions as a normal eye when placed inside an eye socket. It does not have any form of magical sight, i.e. Darkvision.
 
Besheba's Dice (50gp): When used these dice have a 50% of rolling either a one or a two. They look identical to Tymora's Dice as well.
 
Glass of Sobriety (60gp): A cup that can be changed from clay, to glass, to crystal. Any non-magical alcoholic beverage drunk from within cannot inebriate the user.
 
Philosopher’s Decanter (80gp): A ceramic jug that cannot be emptied. Each day at dawn it can be changed for a different non-magical fluid or condiment. The quality that it produces is mixed, and often considered to grow inferior the more the item is abused.
 
Quiver of Ehlonna (80gp): This pocket space holds ammunition and six long objects, including bows, staffs and spears. The object can be easily retrieved by using a bonus action to reach into the pocket.
 
LuxBox (100gp): This magical box can use alchemy and magic to transcribe a scene onto a vellum sheet. The angle of the device's view is relatively shallow, and the box requires a long exposure time, able to handle still objects.
 
Sending Stones (175gp): A set of 4-6 identical stones all with a glyph on the centre. Allows you to send 25-word messages to anyone else possessing one of these stones on the same plane of existance as you.
 
Bag of Holding (200gp): A massive pocket space that can hold 500 pounds of equipment and objects no longer than 4 feet. The object can be easily retrieved by using a bonus action to reach into the pocket.

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Falme.

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