Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Folding Boat (R) rare DDHC-DD-05 The Dragon of Najkir DDHC-DD-05 The Dragon of Najkir Show
Notes:

Wondrous Item, Rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:

First Command Word. The box unfolds into a Rowboat.

Second Command Word. The box unfolds into a Keelboat.

Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

Cube of Summoning (‘R), rare DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Wondrous Item, Rare

This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.

Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.

Once the cube summons a creature, the cube can’t do so again until the next dawn.

Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey

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.

Cloak of many Fashions (C) common CCC-QUAKE-01 Red War: Thayan Peace Keeper CCC-QUAKE-01 Red War: Thayan Peace Keeper Show
Notes:

Wondrous Item, common

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.

When not worn, the cloak’s default setting is a perfectly authentic Red Wizard cloak

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.).

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.

Boots of False Tracks (C) common CCC-FAD-01 Out The Back CCC-FAD-01 Out The Back Show
Notes:

Boots of False Tracks
wondrous item, common, , minor tier

Value/Weight:

Details:

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.

Boots of Elvenkind (U) uncommon DDAL-DRW-INT-03 A Red Day for Elventree DDAL-DRW-INT-03 A Red Day for Elventree Show
Notes:

Wondrous item, uncommon.
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

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.