Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Cloak of the Manta Ray (U) uncommon DC-PoA-CONMAR-12 Strike-Out in Skrållahie DC-PoA-CONMAR-12 Strike-Out in Skrållahie Show
Notes:

Cloak of the Manta Ray (Wondrous item, uncommon)

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

This item is found in the Basic Rules.

This cloak is made from a spotted goat skin with the fur still on.

Psi Crystal (U, A) uncommon DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines DC-PoA-CONMAR-01 Something Sinister Show
Notes:

Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)

This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.

The crystal also glows with a purplish inner light while you are attuned to it.

The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).

Psi Crystal Properties
Intelligence Score

Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet

8-11 30 feet
Bright light in a 5-foot radius and

dim light for an additional 5 feet

12-15 60 feet
Bright light in a 10-foot radius and

dim light for an additional 10 feet

16 or higher 120 feet

Bright light in a 15-foot radius and

dim light for an additional 15 feet

Boots of Winterlands (U, A) uncommon DC-PoA-CONMAR-14 Free Seal-Estate DC-PoA-CONMAR-14 Free Seal-Estate Show
Notes:

Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Notes: Resistance: Cold, Buff, Utility, Warding, Footwear

Mithral Armor (U) uncommon DDHC-KGV-11 Affair on the Concordant Express DDHC-KGV-11 Affair on the Concordant Express Show
Notes:

Mithral Armor
Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Chest of Preserving (C) common FR-DC-DOBU-02-01 Hoard of the Death Dragon FR-DC-DOBU-02-01 Hoard of the Death Dragon Show
Notes:

Chest of Preserving
Wondrous item, common

This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.

This chest has the Delver property.

Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Dread helm (C) common DC-PoA-CONMAR-05-Need an exscissorcism? Show
Notes:

This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to

Wand of Pyrotechnics (C) common DC-PoA-CONMAR-12 Strike-Out in Skrållahie DC-PoA-CONMAR-12 Strike-Out in Skrållahie Show
Notes:

Wand of Pyrotechnics (wand, common)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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 erupts in a harmless pyrotechnic display and is destroyed.

This item is found in the Xanathar's Guide to Everything

This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.

Instrument of Scribing (C, A) common DC-PoA-CONMAR-13 Finding Harthin DC-PoA-CONMAR-13 Finding Harthin Show
Notes:

Wondrous item, 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.

This instrument is a flute made of whale bone.

Jannick’s Moontouched Scimitar (C) common FR-DC-CONMAR-XX Tomb of Honors FR-DC-CONMAR-XX Tomb of Honors Show
Notes:

Jannick’s Moontouched Scimitar
Weapon (Scimitar), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Jannick's reputation was so formidable in his time that he once caused an attacking Orc horde's retreat, simply by announcing his arrival. By brandishing the sword above your head, you can cause your voice to be heard for hundreds of yards.
War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.

Illuminators Tattoo (C) common Frozen North, cave DDAL10-01 The Frozen North Show
Notes:

Illuminator’s Tattoo
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 pierce 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.