Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Wand of Entangle (U,A)
uncommon
Sunless Citadel
DDHC-TYP Ch.1 The Sunless Citadel
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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.
Coiling Grasp Tattoo (U, A)
uncommon
SJ-DC-RFJK-01 Bringing home the Bacon
SJ-DC-RFJK-01 Bringing home the Bacon
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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
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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
Sentinel shield (U)
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
DDAL-DRW-INT-02 Watchers of the Trollclaws
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Notes:
Armor (shield), uncommon
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
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.
Mask of the Beast (U)
uncommon
DDAL-DRW-INT-04 Tales of Fang and Claw
DDAL-DRW-INT-04 Tales of Fang and Claw
Show
Notes:
Mask of the Beast
Wondrous Item, Uncommon
This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it.
This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light.
Periapt of Health (U)
uncommon
CCC-BMG-MOON10-1 Whispers & Warnings
CCC-BMG-MOON10-1 Whispers & Warnings
Show
Notes:
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
At the center of a gaudy copper setting rests a small, tear-shaped geode, 1 inch wide and 2 inches tall. The crystals are blood red and metallic gold, and they shimmer when exposed to even a small amount of light. If a chain originally accompanied this bauble, it is long gone. The periapt is now hung from a cord of coarse braided hair, possibly from a horse or donkey.
This item is found in the Dungeon Master’s Guide.
Moontouched shortsword (C)
common
CCC-BMG-MOON10-2 Shadows & Shrouds
CCC-BMG-MOON10-2 Shadows & Shrouds
Show
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.).
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.
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.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Wand of Entangle (U,A) | uncommon | Sunless Citadel | DDHC-TYP Ch.1 The Sunless Citadel | Show | ||
Notes:
Wand of Entangle 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. |
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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 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. 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. |
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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 |
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Sentinel shield (U) | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | ||
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. |
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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. |
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Mask of the Beast (U) | uncommon | DDAL-DRW-INT-04 Tales of Fang and Claw | DDAL-DRW-INT-04 Tales of Fang and Claw | Show | ||
Notes:
Mask of the Beast Wondrous Item, Uncommon This wooden mask is shaped in the likeness of a beast’s visage. It has 3 charges and regains all expended charges at dawn. While wearing the mask, you can expend 1 charge to cast animal friendship from it. This particular mask is fashioned in the shape of a gray wolf’s head and its wearer’s eyes gleam with a soft yellow light. |
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Periapt of Health (U) | uncommon | CCC-BMG-MOON10-1 Whispers & Warnings | CCC-BMG-MOON10-1 Whispers & Warnings | Show | ||
Notes:
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. At the center of a gaudy copper setting rests a small, tear-shaped geode, 1 inch wide and 2 inches tall. The crystals are blood red and metallic gold, and they shimmer when exposed to even a small amount of light. If a chain originally accompanied this bauble, it is long gone. The periapt is now hung from a cord of coarse braided hair, possibly from a horse or donkey. This item is found in the Dungeon Master’s Guide. |
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Moontouched shortsword (C) | common | CCC-BMG-MOON10-2 Shadows & Shrouds | CCC-BMG-MOON10-2 Shadows & Shrouds | Show | ||
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. |
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Breastplate of Fungal Spores (U) | uncommon | Playtest: Mines of Mystery | Playtest: Mines of Mystery | Show | ||
Notes:
Book of Many things. 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.). |
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Gloves of Thievery (U) | uncommon | CCC-FAD-01 Out The Back | CCC-FAD-01 Out The Back | Show | ||
Notes:
Gloves of Thievery Value/Weight: Details 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. |
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Boots of False Tracks (C) | common | CCC-FAD-01 Out The Back | CCC-FAD-01 Out The Back | Show | ||
Notes:
Boots of False Tracks 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. |