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.

Chest of Preserving common FR-DC-TST: Spring! Show
Notes:

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.

Trident of Fish Command uncommon CCC-WWC-02 Dark Waters of Hate Show
Notes:

(Weapon (Trident), Uncommon) (Requires Attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (Save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Mithral Half-Plate uncommon CCC-GLIP-0103 Citadel of Vlaakith Show
Notes:

This armor is obviously Githyanki in design. It is ornamented with tassels, ribbons, and bone fragments.

Dread Helm common CCC-GLIP-0103 Citadel of Vlaakith Show
Boots of the Winterlands uncommon CCC-CIC-01 The Vault of the Devourer Show
Notes:

Wondrous Item, uncommon (requires attunement)
These black furred boots depict stark white gelugons wrapped around each foot. The wearer leaves behind icy foot prints that disappear after a few seconds. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.

Cheese Plate (Strange Material Armor of Fungal Spores - Breastplate) uncommon FR-DC-WATERDEEP-CHZ Sweet Dreams are Made of Cheese Show
Notes:

Armor (Breastplate), Uncommon

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.

The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius.

Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.

Brooch of Shielding (with flavor) uncommon SJ-DC-SUS-01: Startship Under Siege Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in the Dungeon Master’s Guide.

Flavor Text: This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.

Adamantine Half Plate uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Wand of Fireballs rare DDHC-WDH Waterdeep: Dragon Heist Show
"Mark of Maglubiyet"(Wraps of Unarmed Prowess +1 , Guardian Minor Property) uncommon FR-DC-GOBLIN-01 Goblin's Gambit Show
Notes:

Wraps of Unarmed Prowess +1 ("Mark of Maglubiyet", Guardian Minor Property)
Wondrous item, uncommon

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 +1 bonus to the attack and damage rolls of your unarmed strikes.

The Book of Many Things, pg. 69

“The mark of Maglubiyet: A dark battle axe lies upon a new moon.”

Guardian. The item whispers a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Bell of Silent Carols (Horn of Silent Alarm) common DDAL00-05 Winter's Splendor Show
Notes:

Wondrous Item, common

This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.

Boots of the Winterlands uncommon DDAL00-05 Winter's Splendor Show
Notes:

Wondrous Item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Dagger of the Hidden Lord (Dagger +1) unique DDHC-DiA-02 Shield of the Hidden Lord (session 2) Show
Notes:

Curse: This dagger is cursed and becoming attuned to it extends the curse to you. While you remain cursed, you are unwilling to part with the dagger, keeping it on your person always. While attuned to this weapon, you feel compelled to kill a humanoid creature with it every tenday, proclaiming “To the Hidden Lord!” when you do so.

Every day that you resist this compulsion, you must make a successful DC 10 Constitution saving throw or take a level of fatigue. This magically induced fatigue disappears when you kill a humanoid with the dagger.

Ring of Jumping uncommon DDHC-DiA-02 Shield of the Hidden Lord (session 2) Show
Trident of Warning uncommon Claiming of uncommons ervice award 12C Show