Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Quiver of the centaur
uncommon
DDAL08-01 The Map with No Names
Show
Notes:
Crafted from the black,
chitinous hide of a giant
spider with goldleaf
etchings of centaur
warriors, the quiver gives
you advantage on social
interaction checks to
improve the attitude of
centaurs. This item
functions as a quiver of
Ehlonna (see the Dungeon
Master’s Guide).
Lathai’s saddle
uncommon
DDAL08-01 The Map with No Names
Show
Notes:
Constructed by sea elves
and made of hardened
seaweed and lily pads,
this item allows the
mount to understand you.
This item functions as a
saddle of the cavalier (see
the Dungeon Master’s
Guide).
Pixie winged boots
uncommon
DDAL08-01 The Map with No Names
Show
Notes:
These elegant, supple
boots have iridescent,
rainbow-colored pixie
wings on their sides.
When in use, the wings
flutter and a trail of pixie
dust sprinkles from their
heels. This item functions
as winged boots (see the
Dungeon Master’s Guide).
Nereid shawl
uncommon
CCC-SQC-003-01 Consumption
Show
Notes:
The last vestige of a dying
nereid, this delicate,
white shawl made of
shimmering seafoam is
weightless when worn.
When underwater, you
always know which
direction the surface lies.
This item functions as a
cloak of the manta ray
(see the Dungeon Master’s
Guide).
The Night Queen’s eyes
uncommon
CCC-SQC-003-01 Consumption
Show
Notes:
Once belonging to an
archfey known as the
Night Queen, these
obsidian gemstones fit
over the eyes, and you
perceive others’ faces as
sinister countenances.
This item functions as
goggles of night (see the
Dungeon Master’s Guide).
Mariner’s armor (scale mail)
uncommon
CCC-SQC-003-01 Consumption
Show
Notes:
Constructed of flat, smooth,
and overlapping river
stones, this set of scale mail
is surprisingly light and
mobile. While wearing the
armor, you need half the
water normally required to
stave off exhaustion. This
item functions as mariner’s
armor (scale mail) (see the
Dungeon Master’s Guide).
Spellwrought Tattoo
uncommon
Rime of the Frost Maiden
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item (tattoo), rarity varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
3rd Uncommon +4 15 +7
Pistol +1
uncommon
Rime of the Frost Maiden
Show
Notes:
10 rounds
1d10 piercing
Ammunition (Firearms), (Range 30/90), Loading
Headband of Intellect
uncommon
DDAL05-16
Rime of the Frostmaiden
Show
Glamored Studded Leather +1
uncommon
DDAL08-11 Poisoned Words
Rime of the Frostmaiden
Show
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid.
Insignia of Claws
uncommon
Hoard of the Dragon Queen
Rime of the Frostmaiden
Show
Notes:
Source: Tyranny of Dragons
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Gloves of thievery
uncommon
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Lightbringer
uncommon
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Spellwrought tattoo (2nd level)
common
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Nightcaller
uncommon
Tales from the Yawning Portal
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Periapt of Health
uncommon
CCC-TAROT01-03
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Pipes of the Sewers
common
DDEX3-6
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Armor of necrotic resistance (studded leather)
rare
DDHC-DIA Baldur’s Gate: Descent into Avernus:
Show
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world.
As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed.
While you are riding the plesiosaurus, you can use it to cast water breathing at will.
Hand Crossbow of Warning
uncommon
DDHC-WDH Waterdeep: Dragon Heist
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Quiver of the centaur | uncommon | DDAL08-01 The Map with No Names | Show | |||
Notes:
Crafted from the black, |
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Lathai’s saddle | uncommon | DDAL08-01 The Map with No Names | Show | |||
Notes:
Constructed by sea elves |
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Pixie winged boots | uncommon | DDAL08-01 The Map with No Names | Show | |||
Notes:
These elegant, supple |
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Nereid shawl | uncommon | CCC-SQC-003-01 Consumption | Show | |||
Notes:
The last vestige of a dying |
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The Night Queen’s eyes | uncommon | CCC-SQC-003-01 Consumption | Show | |||
Notes:
Once belonging to an |
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Mariner’s armor (scale mail) | uncommon | CCC-SQC-003-01 Consumption | Show | |||
Notes:
Constructed of flat, smooth, |
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Spellwrought Tattoo | uncommon | Rime of the Frost Maiden | Show | |||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item (tattoo), rarity varies Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. 3rd Uncommon +4 15 +7 |
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Pistol +1 | uncommon | Rime of the Frost Maiden | Show | |||
Notes:
10 rounds |
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Headband of Intellect | uncommon | DDAL05-16 | Rime of the Frostmaiden | Show | ||
Glamored Studded Leather +1 | uncommon | DDAL08-11 Poisoned Words | Rime of the Frostmaiden | Show | ||
Notes:
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. This armor is made of salmon leather that has been dyed midnight black. While wearing this armor, you cannot become wet unless fully immersed in a liquid. |
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Insignia of Claws | uncommon | Hoard of the Dragon Queen | Rime of the Frostmaiden | Show | ||
Notes:
Source: Tyranny of Dragons Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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Gloves of thievery | uncommon | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Lightbringer | uncommon | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Spellwrought tattoo (2nd level) | common | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Nightcaller | uncommon | Tales from the Yawning Portal | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Periapt of Health | uncommon | CCC-TAROT01-03 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Pipes of the Sewers | common | DDEX3-6 | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | ||
Armor of necrotic resistance (studded leather) | rare | DDHC-DIA Baldur’s Gate: Descent into Avernus: | Show | |||
Prehistoric Figurine of Wondrous Power, Pyrite Plesiosaurus | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show | |||
Notes:
Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature's statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 4 days have passed. |
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Hand Crossbow of Warning | uncommon | DDHC-WDH Waterdeep: Dragon Heist | Show |