Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Masquerade Tattoo (C,A) common DC-PoA-CONMAR-02 Put That Thing Right Back DC-PoA-CONMAR-02 Put That Thing Right Back Show
Notes:

wondrous item (tattoo), common (requires attunement), ,

Value/Weight:

Details:
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.

Cloak of Many Fashions (C) common DC-PoA-CONMAR-21 For My People DC-PoA-CONMAR-21 For My People Show
Notes:

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.

Boots of false tracks (C) common DC-PoA-CONMAR-07 Counting Kobolds DC-PoA-CONMAR-07 Counting Kobolds Show
Notes:

Wondrous Item, 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.

Figurine of Wondrous Power: Silver Raven (U) uncommon DC-PoA-CONMAR-09 That's a lot of Kobolds DC-PoA-CONMAR-09 That's a lot of Kobolds Show
Notes:

Wondrous item, uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

This item is found in the Dungeon Master’s Guide.

This silver statue depicts a raven with its rings spread out high and wide as if trying to seem bigger and more threatening than usual

Moon-touched shortsword (C) common DC-PoA-CONMAR-09 That's a lot of Kobolds DC-PoA-CONMAR-09 That's a lot of Kobolds Show
Notes:

Weapon, common

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.

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

This Shortsword have a smaller than usual handle, making it harder to grib, but easier to draw.

Boots of Springing and Striding (U) uncommon Trade: Dadurkan DDCH-TYP Tales from the Yawning Porta Chapter 4 Trade Log Show
Notes:

Player : Dadurkan
DCI : 9320814085
Character : Priar
Item : Boots of Springing and Striding
Obtained : DDCH-TYP Tales from the Yawning Porta Chapter 4 White Plume Mountain run 11/12/21 by The Defeated DM on DWB D&D

Gauntlets of Ogre Power (U) uncommon DDAL05-12 Bad Business in Parnast/Trade Amestris Trade Log Show
Notes:

Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them.

flavour: These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.

Bracers of defense (R, A) rare DDAL-DRWEP02 Wings of Death (trade) Trade Log Show
Notes:

Trade from KashiShake/ Jethro Jaguar

These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.

Prosthetic Limb/leg (Made of Wood) (C) common WBW-DC-MPOP-01 Out on a Limb WBW-DC-MPOP-01 Out on a Limb Show
Notes:

Prosthetic Limb (Made of Wood)
Wondrous Item, common

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Source T.C.E

Soul coin (U) uncommon DDAL09-04 Day of the Devil DDAL09-04 Day of the Devil Show
Notes:

Soul Coin
Wondrous item, uncommon

Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.

Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.

Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:

Drain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.

Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.

Shield +1 (U) uncommon DDHC-TYP Ch.2 The Forge of Fury DDHC-TYP Ch.2 The Forge of Fury Show
Greataxe +2 (R) rare DDHC-TYP Ch.2 The Forge of Fury DDHC-TYP Ch.2 The Forge of Fury Show
Talking Doll (C,A) common WBW-DC-CONMAR-11 Serenade of Sandy Shore WBW-DC-CONMAR-11 Serenade of Sandy Shore Show
Notes:

Talking Doll
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

The doll looks like a small pirate with a black eyepatch with a clover woven into it.

Mantle of Spell Resistance (R,A) rare WBW-DC-CONMAR-11 Serenade of Sandy Shore WBW-DC-CONMAR-11 Serenade of Sandy Shore Show
Notes:

Mantle of Spell Resistance
Wondrous Item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

The cloak is forest green with a golden clover woven into it. The golden treads glow when a spell is targeting the character wearing the cloak.

Ring of Jumping (U,A) uncommon Trade Primus/BladelockJoe Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus Action at will, but can target only yourself when you do so.

Winged boots (U,A) uncommon CCC-SEA-01-02 Oh, Not the Bees! CCC-SEA-01-02 Oh, Not the Bees! Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

The remaining bees are bound onto a pair of footwear, creating a pair of Winged Boots.

Heward's Handy Spice Pouch (C) common CCC-SEA-01-02 Oh, Not the Bees! CCC-SEA-01-02 Oh, Not the Bees! Show
Notes:

Wondrous Item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

A small, slightly damp leather pouch that is a Heward’s Handy Spice Pouch.

Thayvian Mantle of Spell Resistance (R,A) rare CCC-ST2-1 Red War: Embassy of Evil CCC-ST2-1 Red War: Embassy of Evil Show
Notes:

Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

This crimson cloak is embroidered with golden sigils of Thay. When the wearer of this cloak is presented with an opportunity to act in a selfish or malevolent way, this item heightens the bearer’s urge to do so.

Asharam’s Orb of Ensnaring (Iron Bands of Bilarro) (R) rare CCC-DRUID-01 The Scourge Unseen CCC-DRUID-01 The Scourge Unseen Show
Notes:

Wondrous Item, rare
This iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.
This item is always chilly to the touch and, at first sight, appears to be a solid iron ball not unlike a large bearing. Closer inspection reveals fine lines that make up minutely elaborate whorls and swirls on the ball’s surface. Even closer inspection reveals short passages written in celestial runes. Anyone who can read celestial or who uses a comprehend languages spell (or an otherwise similar ability) discerns the following sentence—the sphere’s command phrase—in the writing: “Bind the Stinger to the floor and force the singer to sing no more.”

Chain mail +1 (R) rare TYP Ch.4 White Plume Mountain TYP Ch.4 White Plume Mountain Show
Notes:

Chain Mail, +1
Armor (heavy), rare (+1)
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

You have a +1 bonus to AC while wearing this armor.