Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

Gloves of thievery (U) uncommon DDHC-KGV-08 Vidorant's Vault DDHC-KGV-08 Vidorant's Vault Show
Notes:

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

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
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.

Piwafwi (Cloak of Elvenkind) (U-A) uncommon DDHC-DMM Dungeon of the Mad Mage fl 10/trade Lyria Trade Log Show
Notes:

Piwafwi (Cloak of Elvenkind)
Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. The piwafwi loses its magic if exposed to sunlight for 1 hour without interruption.

Battleaxe +1 (U) uncommon DDHC-KGV-08 Vidorant's Vault DDHC-KGV-08 Vidorant's Vault Show
Goggles of Night (U) uncommon TYP Ch.4 White Plume Mountain TYP Ch.4 White Plume Mountain Show
Notes:

Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Shortsword +1 (U) uncommon DDHC-KGV-08 Vidorant's Vault DDHC-KGV-08 Vidorant's Vault Show
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.

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.

Staff of Adornment (C) common WBW-DC-PHP-01 Pot Luck! WBW-DC-PHP-01 Pot Luck! Show
Notes:

Staff of Adornment
Staff, commonn

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

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

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.

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.

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.

Orb of direction (C) common FR-DC-ONI-02 Battlefield Blooms FR-DC-ONI-02 Battlefield Blooms Show
Notes:

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

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.