Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Mariner's Armor (Plate) (U) uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Armor (Any Light, Medium, or Heavy), Uncommon

While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.

The armor is decorated with fish and shell motifs.

Sword of Vengeance (Greatsword) (U-A) uncommon DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Weapon (Greatsword), Uncommon (Requires Attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

Trident of Fish Command (U-A) uncommon DDHC-DD-07 Before the Storm DDHC-DD-07 Before the Storm Show
Notes:

Weapon (Trident), Uncommon (Requires Attunement)

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

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.

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.).

Gloves of Thievery (U) uncommon CCC-FAD-01 Out The Back CCC-FAD-01 Out The Back Show
Notes:

Gloves of Thievery
wondrous item, uncommon

Value/Weight:

Details
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.

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

These soft, black leather gloves have a small W embroidered in silver thread on their back.

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.

Periapt of Health (U-A) uncommon DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Illuminator's Tattoo (C-A) common DDAL10-01 The Frozen North Trade Log Show
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

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.

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.

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.

Silvered Weapon Spear (C) common DDHC-DD-05 The Dragon of Najkir DDHC-DD-05 The Dragon of Najkir Show
Notes:

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Moontouched Rapier (C) common DDHC-DD-05 The Dragon of Najkir DDHC-DD-05 The Dragon of Najkir Show
Notes:

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.

Silvered Weapon (Spear) (‘C) common DDHC-DD-06 Dragon Delves: The Forbidden Vale DDHC-DD-06 Dragon Delves: The Forbidden Vale Show
Notes:

Weapon (Spear), Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.