Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Goggles of Night uncommon CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Godlen Apple (Astromancy Archive) rare SJ-DC-ECHO-01 Starfall Show
Notes:

Wondrous item, rare (requires attunement by a wizard)

Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.

Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

Ghost Step Tattoo (Harmonious Property) very_rare SJ-DC-ROTU-04 Chapter 4: Declaration of War Show
Notes:

Wondrous Item (tattoo), very rare (requires attunement)

Ghost Step Tattoo very_rare Trade Log Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can't be grappled or restrained.

You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Gem of Seeing rare CCC-DWB-GNA-01 Gallery of the Nightmare Artist + Infernal Encounters Show
Gem of Seeing rare CCC-DWB-TFG 1 The Frostbane Garden Show
Notes:

Adventuring gear (wondrous item), rare (requires attunement)

This gem has 3 Charges. As an Action, you can speak the gem's Command word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended Charges daily at dawn.

Gem of Seeing rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Gauntlets of Ogre Power uncommon DDAL05-12 Bad Business in Parnast Show
Notes:

Wondrous Item, uncommon (requires attunement)

These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks or tears in the material mends itself within twenty four hours. Additionally, any blood, mud or other grime that soils the gloves quickly dries begins falling away in fine flakes until the surface is again clean.

Gauntlets of Ogre Power uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Folding Boat rare CCC-RCC-01-03 - Chains of Desparation Show
Notes:

Wondrous Item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Flail Weapon +1 uncommon DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Fangs of Sybil (Dagger of Venom) rare CCC-GARY-01 A Night to Remember + CCC-GARY-02 To Find A Way Out Show
Notes:

These stylized versions of the Dagger of Venom are etched with symbols that appear almost religious, but are impossible to identify even to the most educated scholar.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Eschantrii Staff (Staff of Adornment) common SJ-DC-MONSTER-01 Phoenix Show
Eladrin Boots of Elvenkind uncommon CCC-BMG-MOON6-2 Troubled Visions Show
Notes:

Wondrous item, uncommon

Unworn, these eladrin-crafted boots appear to be little more than crude tubes of birch bark sewn roughly together with sinew. Worn, they transform into slippers that match the seasons. Elk-hide in winter, kelp-wrapped for the wet spring, straw sandals for summer and soft down-lined shoes for fall.

While worn, your steps make no sound, regardless of the surface beneath your feet. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Ear Horn of Hearing (w/ minor Sentinel property) common FR-DC-BG The Flying Flame Show
Notes:

Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.

Dwarven Plate very_rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Driftglobe uncommon DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Dragonhide Belt +3 (w/ minor Harmonious property) very_rare FR-DC-BG The Flying Flame Show
Notes:

+3 Dragonhide Belt
Harmonious. Attuning to this item takes only 1 minute. This crimson belt has the appearance of a knight’s sash. It is made from the hide of Balagos’ wing.

Defender Greatsword legendary DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Dagger of Venom rare DDAL05-17 Hartkiller's Horn Show
Notes:

Weapon (dagger), rare

The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.