Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Illuminators Tattoo (C,A)
common
DDAL10-01 The Frozen North
DDAL10-01 The Frozen North
Show
Notes:
This tattoo 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 the next dawn.
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 you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you.
Horn of Silent Alarm(C)
common
2
Partial
DDEP10-00 The Great Knucklehead Rally
Show
Notes:
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Boots of levitation (R, A)
rare
DDAL10-08 Volatile Thoughts
DDAL10-08 Volatile Thoughts
Show
Notes:
Wondrous item, rare (requires attunement)
These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
You rise vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change your altitude by up to 20 feet in either direction on your turn. You can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, you floats gently to the ground if you are still aloft.
Bracers of Archery (UA)
uncommon
DDEP10-01 Terror in Ten Towns
Trade Log
Show
Notes:
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. 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. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
User:KayzerSoiree
DCI:9320822799
Character:King
Ring of Protection +1 (R,A)
rare
(ex-reknown)
Trade Log
Show
Notes:
Character: Theophrastus
Player: Wull
DCI: 1300478728
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws.
Trident of Warning (U)
uncommon
CCC-TRI-34 DEAD1-3 Rise of the Sea Dragon
Trade Log
Show
Notes:
Martin
DCI: 4319102791
Character: Zerxhiz
Name: Trident of Warning
Rarity: uncommon
Location: CCC-TRI-34 DEAD1-3 Rise of the Sea Dragon
Flavor Text: This white trident is fashioned from whale bones, laced together with dried tendons.
Cloak of Displacement (R,A)
rare
Trade/Reward for completing Waterdeep: Dragon Heist Hardcover
Trade Log
Show
Notes:
PC name: Alastor Oakstaff
Name: Jonathan So
Requires Attunement
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
Giant's Bane (Longbow +2 w Sentinel/Giants) (R)
rare
Trade/CCC-GHC-09 Swamp of Death
Trade Log
Show
Notes:
User: Deives Michellis
DCI: 9319670174
Character: Pip
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.
Glamored studded leather +1 (R)
rare
DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Frost Brand Rapier - Bitter Wrath (VR,A)
very_rare
DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
Show
Notes:
Frost Brand Rapier - Bitter Wrath
Weapon (rapier), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Flavour
This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away.
Krahharuan Fork (Pike +3) (VR)
very_rare
DDAL07-10 Fire, Ash, and Ruin
DDAL07-10 Fire, Ash, and Ruin
Show
Notes:
Krahharuan Fork (Pike +3)
Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
flavour: Forged of black, pitted iron, the haft of this doubletined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze.
Staff of Striking (VR, A)
very_rare
DDAL07-12 In Search of Secrets
DDAL07-12 In Search of Secrets
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Flavour: This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao.
Scimitar +3 (VR)
very_rare
DDEP06-02 Return to White Plume/Trade mada
Trade Log
Show
Notes:
Weapon (Scimitar), rare You gain a +3 bonus to attack and damage rolls made with this weapon. This item can be found in the Dungeon Masters Guide. Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet.
Wand of Polymorph (VR,A)
very_rare
DDAL07-13 Old Bones and Older Tomes
DDAL07-13 Old Bones and Older Tomes
Show
Notes:
Wand of Polymorph
Wand, very rare (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 polymorph spell (save DC 15) 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.
Flavour text
Having this wand on one’s person causes fits of restless sleep—where the owner’s nights are filled with wonderful dreams of soaring above the canopy on wide, feathered wings; burrowing among the roots of immense trees with wide, thick claws; and the other goings on that jungle critters seem to enjoy so much. Aside from this, the slender, foot-long length of grey stone is otherwise unexceptional.
Studded Leather +2
very_rare
Trading post CWF 24
Trade Log
Show
Notes:
12+2 AC
Belt of Fire Giant Strength (VR,A)
very_rare
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
Requires attunement
While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
Type
Strength Rarity
Hill giant 21 Rare
Stone giant / Frost giant 23 Very rare
Fire giant 25 Very rare
Cloud giant 27 Legendary
Storm giant 29
Legendary
flavour text: This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face.
Ring of Telekinesis (VR-A)
very_rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Brazier of Commanding Fire Elementals (R)
rare
DDHC-KGV-13 Fire and Darkness
DDHC-KGV-13 Fire and Darkness
Show
Notes:
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Dragonhide Belt +3 (VR-A)
very_rare
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Dragonhide Belt +3
Wondrous Item, very rare (requires attunement by a Monk)
This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious Minor Property. Attuning to this item takes only 1 minute.
Githyanki Earring (Ear Horn of Hearing) (C)
common
FR-DC-BG The Flying Flame
FR-DC-BG The Flying Flame
Show
Notes:
Githyanki Earring (Ear Horn of Hearing)
Wondrous Item, Common
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally.
Sentinel Minor Property. This item glows faintly when aberrations are within 120 feet of it.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Illuminators Tattoo (C,A) | common | DDAL10-01 The Frozen North | DDAL10-01 The Frozen North | Show | ||
Notes:
This tattoo 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 the next dawn. 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 you have multiple magic tattoos, they count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in the closest unoccupied space to you. |
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Horn of Silent Alarm(C) | common | 2 | Partial | DDEP10-00 The Great Knucklehead Rally | Show | |
Notes:
Wondrous Item, common |
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Boots of levitation (R, A) | rare | DDAL10-08 Volatile Thoughts | DDAL10-08 Volatile Thoughts | Show | ||
Notes:
Wondrous item, rare (requires attunement) These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. While you wear these boots, you can use an action to cast the levitate spell on yourself at will. You rise vertically, up to 20 feet, and remains suspended there for the Duration. The spell can levitate a target that weighs up to 500 pounds. |
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Bracers of Archery (UA) | uncommon | DDEP10-01 Terror in Ten Towns | Trade Log | Show | ||
Notes:
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. 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. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. User:KayzerSoiree |
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Ring of Protection +1 (R,A) | rare | (ex-reknown) | Trade Log | Show | ||
Notes:
Character: Theophrastus While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and Saving Throws. |
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Trident of Warning (U) | uncommon | CCC-TRI-34 DEAD1-3 Rise of the Sea Dragon | Trade Log | Show | ||
Notes:
Martin Flavor Text: This white trident is fashioned from whale bones, laced together with dried tendons. |
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Cloak of Displacement (R,A) | rare | Trade/Reward for completing Waterdeep: Dragon Heist Hardcover | Trade Log | Show | ||
Notes:
PC name: Alastor Oakstaff Requires Attunement While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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Giant's Bane (Longbow +2 w Sentinel/Giants) (R) | rare | Trade/CCC-GHC-09 Swamp of Death | Trade Log | Show | ||
Notes:
User: Deives Michellis You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls. |
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Glamored studded leather +1 (R) | rare | DDAL08-11 Poisoned Words | DDAL08-11 Poisoned Words | Show | ||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. |
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Frost Brand Rapier - Bitter Wrath (VR,A) | very_rare | DDAL07-09 Unusual Opposition | DDAL07-09 Unusual Opposition | Show | ||
Notes:
Frost Brand Rapier - Bitter Wrath Weapon (rapier), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Flavour This extraordinary weapon is crafted from a single piece of ice with a pommel wrapped in braided leaves. If wielded in temperatures in excess of 90 degrees, rivulets of water run down its blade—soaking the hand holding it. Despite this, it never melts away. |
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Krahharuan Fork (Pike +3) (VR) | very_rare | DDAL07-10 Fire, Ash, and Ruin | DDAL07-10 Fire, Ash, and Ruin | Show | ||
Notes:
Krahharuan Fork (Pike +3) You have a +3 bonus to attack and damage rolls made with this magic weapon. flavour: Forged of black, pitted iron, the haft of this doubletined pike is wrapped in the supple hide of a young red dragon. Wisps of black smoke stream from a glowing red stone at the butt of the weapon only to drift away on an unseen breeze. |
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Staff of Striking (VR, A) | very_rare | DDAL07-12 In Search of Secrets | DDAL07-12 In Search of Secrets | Show | ||
Notes:
Staff, very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Flavour: This staff appears wholly unexceptional. The wood haft is gnarled and irregular, and the thin strip of leather wrapped around its midpoint is frayed and cracked. When rapidly spun in the hands of a skilled user, the staff creates a buzzing drone audible to all within 100 feet. If spun for more than a few moments, the drone turns into a sonorous, chanted prayer to Ubtao. |
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Scimitar +3 (VR) | very_rare | DDEP06-02 Return to White Plume/Trade mada | Trade Log | Show | ||
Notes:
Weapon (Scimitar), rare You gain a +3 bonus to attack and damage rolls made with this weapon. This item can be found in the Dungeon Masters Guide. Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet. |
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Wand of Polymorph (VR,A) | very_rare | DDAL07-13 Old Bones and Older Tomes | DDAL07-13 Old Bones and Older Tomes | Show | ||
Notes:
Wand of Polymorph This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) 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. Flavour text |
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Studded Leather +2 | very_rare | Trading post CWF 24 | Trade Log | Show | ||
Notes:
12+2 AC |
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Belt of Fire Giant Strength (VR,A) | very_rare | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
Notes:
Requires attunement While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you. Type Strength Rarity flavour text: This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on her face. |
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Ring of Telekinesis (VR-A) | very_rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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Brazier of Commanding Fire Elementals (R) | rare | DDHC-KGV-13 Fire and Darkness | DDHC-KGV-13 Fire and Darkness | Show | ||
Notes:
Brazier of Commanding Fire Elementals While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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Dragonhide Belt +3 (VR-A) | very_rare | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Dragonhide Belt +3 This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing. This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious Minor Property. Attuning to this item takes only 1 minute. |
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Githyanki Earring (Ear Horn of Hearing) (C) | common | FR-DC-BG The Flying Flame | FR-DC-BG The Flying Flame | Show | ||
Notes:
Githyanki Earring (Ear Horn of Hearing) |