Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
G.R.I.P. (eldritch claw tattoo)
uncommon
SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault
Show
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.
In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it.
Doss Lute (Instrument of the Bard)
uncommon
WBW-DC-DCAF02 Harengon Harana
Show
Notes:
Instrument of the Bards (Doss Lute)
Source: Dungeon Master's Guide
Wondrous item, Uncommon
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument.
Instrument
Rarity
Spells
All
-
Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Guardian Emblem ("Maercryshal Shard", minor Harmonious property)
uncommon
SJ-DC-PHP-FLN01-03 Unsworn Oath
Show
Notes:
Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn. This item is found in Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.
In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.
Cloak of Protection
uncommon
DDAL06-01: A Thousand Tiny Deaths
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you'll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer's chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself.
Wraps Of Unarmed Prowess +1
uncommon
FR-DC-TST: Spring!
Show
Notes:
Wondrous Item, varies
While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Decanter of Endless Water
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Mithral Chainmail
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Ring of Mind Shielding
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Wand of Magic Missiles
uncommon
DDHC-KGV-11 | Affair on the Concordant Express
Show
Usual WPM stuff
uncommon
DDHC-TYP-Ch04 | White Plume Mountain
Show
[UC] Mariner's Plate Armor
uncommon
DDHC-DD-07 | Before the Storm
Show
Periapt of Wound Closure
uncommon
DDHC-DD-07 | Before the Storm
Show
Stone of Good Luck
uncommon
DDHC-DD-07 | Before the Storm
Show
Trident of Fish Command
uncommon
DDHC-DD-07 | Before the Storm
Show
Armor of Acid Resistance
rare
DDHC-DD-07 | Before the Storm
Show
Dimensional Shackles
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Horn of Valhalla (Silver)
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Rod of the Pact Keeper +2
rare
DDHC-KGV-11 | Affair on the Concordant Express
Show
Studded Leather +1
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
Gem of Seeing
rare
CCC-GSP02-02 | Stygia Untamed + Infernal Encounters
Show
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| G.R.I.P. (eldritch claw tattoo) | uncommon | SJ-DC-PHP-FLN01-02 / Kaleidoscope Vault | Show | |||
|
Notes:
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on our back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand. |
||||||
| Doss Lute (Instrument of the Bard) | uncommon | WBW-DC-DCAF02 Harengon Harana | Show | |||
|
Notes:
Instrument of the Bards (Doss Lute) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. This lute has a body made of golden wood, strings made of spider silk, and parts made of elk antlers. It shimmers brightly in sunlight. An alto clef symbol is carved into the head of the instrument. |
||||||
| Guardian Emblem ("Maercryshal Shard", minor Harmonious property) | uncommon | SJ-DC-PHP-FLN01-03 Unsworn Oath | Show | |||
|
Notes:
Wondrous Item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. This item is found in Tasha’s Cauldron of Everything, pg. 128. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute. |
||||||
| Cloak of Protection | uncommon | DDAL06-01: A Thousand Tiny Deaths | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) Made of tattered, patched canvas and stitched together with thick, coarse twine; a homelier cloak you'll likely never see. The only exceptional component of the beastly thing is the saucer-sized black dragon scale that hangs over the wearer's chest when the cloak is worn. It is glossy and bears the sigil of Nightscale herself. |
||||||
| Wraps Of Unarmed Prowess +1 | uncommon | FR-DC-TST: Spring! | Show | |||
|
Notes:
Wondrous Item, varies While you’re wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity. |
||||||
| Decanter of Endless Water | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Mithral Chainmail | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Ring of Mind Shielding | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Wand of Magic Missiles | uncommon | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Usual WPM stuff | uncommon | DDHC-TYP-Ch04 | White Plume Mountain | Show | |||
| [UC] Mariner's Plate Armor | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Periapt of Wound Closure | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Stone of Good Luck | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Trident of Fish Command | uncommon | DDHC-DD-07 | Before the Storm | Show | |||
| Armor of Acid Resistance | rare | DDHC-DD-07 | Before the Storm | Show | |||
| Dimensional Shackles | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Horn of Valhalla (Silver) | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Rod of the Pact Keeper +2 | rare | DDHC-KGV-11 | Affair on the Concordant Express | Show | |||
| Studded Leather +1 | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||
| Gem of Seeing | rare | CCC-GSP02-02 | Stygia Untamed + Infernal Encounters | Show | |||