Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
G.R.I.P. (Eldritch Claw Tattoo) uncommon SJ-DC-PHP-FLN01-02 Kaleidoscope Vault Show
Notes:

G.R.I.P. (Eldritch Claw Tattoo)
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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 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 Strikes. While the tattoo is on your skin your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

The tattoo takes its form as a transistor on your hand and a semi-circle gauge on your back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.
In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it

Medical Pack (Keoghtom's Ointment) uncommon SJ-DC-PHP-FLN01-02 Kaleidoscope Vault Show
Notes:

Medical Pack (Keoghtom's Ointment)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

The container of this ointment appears like a cannister filled with a cyan gel.

+2 Hooked Shortspear rare DM-Log Show
Notes:

+2 Hooked Shortspear
Weapon, rare Martial weapon, melee weapon -- 2 lb. 1d4 piercing - light
The base item can be found in Out of the Abyss, page 224.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Armor of necrotic resistance (studded leather) rare DM-Log Show