Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Shark Tooth /Necklace of Prayer Beads (R-A) rare FR-DC-VECNA-01 Three Body Problem FR-DC-VECNA-01 Three Body Problem Show
Notes:

Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
This necklace has 6 magic beads made from pearls and shark teeths. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz.
If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
This necklace has the following beads: 1 Bead of Blessing, Bead of Curing, Bead of Favor, Bead of Smiting, Bead of Summons and Bead of Wind Walking.

“A glowing green stone, surrounded by six large sharp razor shark teeth.”
Language. The bearer can speak and understand a language of sharks and Sahuagin while the item is on the bearer’s person.

Neverdeath crypt key (Mystery key) (C) common FR-DC-VECNA-02 Eldritch Eye Wide Shut FR-DC-VECNA-02 Eldritch Eye Wide Shut Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s
inserted. Once it unlocks something, the key disappears.
Xanathar's Guide to Everything, pg. 138
“Etched and molded from dark crystals of dark purple, the skeleton-style key features the letter ‘V’ etched on its handle.”
Language. The bearer can speak and understand the language Elvish while the item is on the bearer’s person.

Boundary Bracers (Bracers of Defense) (R-A) rare FR-DC-VECNA-02 Eldritch Eye Wide Shut FR-DC-VECNA-02 Eldritch Eye Wide Shut Show
Notes:

Boundary Bracers (Bracers of Defense)
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Basic Rules, pg. 156
“An heirloom brace of the Babris family, embossed with imagery of roses and swords. A feminine whisper from the item goads its
wearer to acts of evil.”
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Helm of Vehariel Dread Helm (C) common FR-DC-VECNA-03 Neverdeath Nights FR-DC-VECNA-03 Neverdeath Nights Show
Notes:

Wondrous Item, common
This fearsome chardalyn black helm makes your eyes glow red and hides the rest of your face in shadow while you wear it. “ This blood black helm is slightly transparent but projects an illusory sinister presence of blood and death.”
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Armor of Necrotic Resistance “Winter’s Warden” half plate (R-A) rare FR-DC-VECNA-03 Neverdeath Nights FR-DC-VECNA-03 Neverdeath Nights Show
Notes:

“WINTER’S WARDEN”
ARMOR OF NECROTIC RESISTANCE (HALF-PLATE)
Armor (medium), rare (requires attunement)
Half plate consists of shaped chardalyn plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. You have resistance to necrotic damage while you wear this armor.
“Winter white and blue armor, that radiates in connection with its bearer, and embedded with the crest of Neverwinter.”
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

Wand of Magic Missile (U) uncommon KGV Keys from the Golden Vault chapter 3 KGV Keys from the Golden Vault chapter 3 Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

Breastplate of Fungal Spores (U) uncommon Playtest: Mines of Mystery Playtest: Mines of Mystery Show
Notes:

Book of Many things.
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. While worn it grants an AC of 14 + Dex Modifier (maximum +2) and weighs 20 lbs.

While this breastplate was once made from metal, the chthonian fungi that has infused it has replaced and transformed the metal into some strange, but very hard organic material. The breastplate therefore no longer counts as metal for relevant purposes (Druids, Heat Metal, etc.).

Coiling Grasp Tattoo (U, A) uncommon SJ-DC-RFJK-01 Bringing home the Bacon SJ-DC-RFJK-01 Bringing home the Bacon Show
Notes:

Coiling Grasp Tattoo
Wondrous Item (tattoo), uncommon (requires attunement)
One copy available to each character

Produced by a special needle, this magic tattoo has long intertwining designs.

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.

Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. This item is found in Tasha’s Cauldron of Everything.
This item is found in Tasha's Cauldron of Everything.

Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.

Wand of Entangle (U,A) uncommon Sunless Citadel DDHC-TYP Ch.1 The Sunless Citadel Show
Notes:

Wand of Entangle
Wand, uncommon (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 entangle spell (save DC 13) 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.