Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Instrument of Scribing
common
Seed: X Marks the Spot DC-PoA Tragedy, Treasure and Truth
Show
Notes:
Instrument of Scribing
Wondrous item, instrument, minor tier, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.
Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Boots of False Tracks
common
DC-PoA It comes at night, I think
Show
Notes:
Wondrous item, minor tier, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Masquerade Tattoo
common
DC-PoA The Annual Good Mead Bake-Off
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.
Moon Touched Shortsword
common
DC-PoA-GRAL02-01 Rocks Fall, Hell Arrives!
Show
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Smoldering Armor (Breastplate)
common
Season 10: DC-PoA The Curse of the Golden Anahuac
Show
Notes:
Armor (Breastplate), common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
AC: 14
Weight: 20
Cloak of Many Fashions
common
S10 Dungeoncraft: A Dark Horse
Show
Notes:
Wondrous item, common
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.
Charlatan's Die
common
DC-PoA Juliet's Shadow
Show
Notes:
Wondrous item, common (requires attunement)
Whenever you roll this six-sided die, you can control which number it rolls
Illuminator Tattoo
common
DC-PoA Why does it still flow Seed: This Seems Familiar
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
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.
Magical Scribing.
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 the next dawn.
Chest of Preserving
common
DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling)
Show
Notes:
Wondrous item, common
25 lb.
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Alchemy Jug
uncommon
S10 Dungeoncraft: A Dark Horse
Show
Notes:
Wondrous item, minor tier, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison ½ ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine
1 gallon
Found on: Magic Item Table B
Brooch of Shielding
uncommon
DC-PoA Juliet's Shadow
Show
Notes:
Wondrous Item, major tier, uncommon (Requires Attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
This Amulet has a almost neon geen shine to it.
Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Name | Rarity ▲ | Location | Table | Result | Source | |
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Instrument of Scribing | common | Seed: X Marks the Spot DC-PoA Tragedy, Treasure and Truth | Show | |||
Notes:
Instrument of Scribing Wondrous item, instrument, minor tier, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. See the Tool Proficiencies entry for more information. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. History. Performance. Compose a Tune. Musical Instrument |
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Boots of False Tracks | common | DC-PoA It comes at night, I think | Show | |||
Notes:
Wondrous item, minor tier, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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Masquerade Tattoo | common | DC-PoA The Annual Good Mead Bake-Off | 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. |
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Moon Touched Shortsword | common | DC-PoA-GRAL02-01 Rocks Fall, Hell Arrives! | Show | |||
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Smoldering Armor (Breastplate) | common | Season 10: DC-PoA The Curse of the Golden Anahuac | Show | |||
Notes:
Armor (Breastplate), common Wisps of harmless, odorless smoke rise from this armor while it is worn. AC: 14 Weight: 20 |
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Cloak of Many Fashions | common | S10 Dungeoncraft: A Dark Horse | Show | |||
Notes:
Wondrous item, common 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. |
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Charlatan's Die | common | DC-PoA Juliet's Shadow | Show | |||
Notes:
Wondrous item, common (requires attunement) Whenever you roll this six-sided die, you can control which number it rolls |
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Illuminator Tattoo | common | DC-PoA Why does it still flow Seed: This Seems Familiar | Show | |||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. 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 the next dawn. |
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Chest of Preserving | common | DC-PoA The Little Bundle of Love...craft (Seed: The Littlest Squidling) | Show | |||
Notes:
Wondrous item, common Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. |
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Alchemy Jug | uncommon | S10 Dungeoncraft: A Dark Horse | Show | |||
Notes:
Wondrous item, minor tier, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount Found on: Magic Item Table B |
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Brooch of Shielding | uncommon | DC-PoA Juliet's Shadow | Show | |||
Notes:
Wondrous Item, major tier, uncommon (Requires Attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | Show | |||
Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage |