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Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Amulet of teh Devout +2 rare Trade Log 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.

Portable Hole rare DDAL-DRW17: Expedition to the Supreme Forge Show
Notes:

Wondrous Item, Rare

The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief.

Daern's Instant Fortress rare CCC-DWB-GNA-01 Gallery of the Nightmare Artist + Infernal Encounters Show
Notes:

This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion.

Necklace of Fireballs (4 charges) rare CCC-GARY-02 To Find a Way Out + CCC-GARY-03 Oh, Were In It Now Show
Liwanag (Staff of the Woodlands with flavor) rare WBW-DC-ANDL-3 The Crossings of Fate (Part 2) Show
Notes:

staff, weapon, rare (requires attunement by a druid), simple weapon, melee weapon, major tier

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells.

You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form
You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Andelein Flavor
This staff was created by Alindaya from one of the plants in their garden as a symbol of gratitude for your heroic deeds. The same fireflies that guided you through parts of the Domain of Andelein, and back home, illuminate this staff, and can be called to guide you once again. The wielder of this staff cannot get lost in Andelein as the fireflies will guide them to wherever they wish to go in that domain.

In addition, this staff has the Beacon minor property: The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

Gem of Seeing rare CCC-DWB-GNA-01 Gallery of the Nightmare Artist + Infernal Encounters Show
Pahulaian's Flute of Recollection (Silver Horn of Valhalla) rare WBW-DC-PHP-TYM-02 We Woke Up In The Sky Show
Notes:

Wondrous Item, rare

You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.

This bamboo flute is carved with symbols of the moon along its length. When activated, the moon symbols glow with silverly radiance. The berserkers summoned by this item resemble people that the wielder has lost, forgotten or left behind. They otherwise have the berserker stat block.

Bahaghari (Mantle of Spell Resistance w/ minor property) rare WBW-DC-ANDL-01 The Petrified Forest Show
Notes:

Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak. This item is found in the Dungeon Master’s Guide.

Alindaya gave you this mantle as a token of her gratitude for saving her domain. It keeps you warm and protected from the elements, just like the tropical domain of delight you came from where it is neither too cold nor too hot. Alindaya snipped off a strip of fabric from her own robe, and created this just for you. The cloak lengthens and shortens at will, to make it physically appropriate for the weather – and the inner lining glistens with colors as if you saw a rainbow on a sunny day. If you look at the patterns from the inner lining hard enough, you are able to make out images of the domain of Andelein in them.

In addition, the mantle has the temperate minor property. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Necklace of Prayer Beads rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
Notes:

4 Greater Restorations, 1 Planar Ally, 1 Wind Walk

Amulet of Health rare CCC-GSP-NTHR01-01 A Night of Sorrows Show
Notes:

"This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches."

Sleeper’s Bamboo Chimes (Bell Branch) rare WBW-DC-PHP-TYM-01 I Dreamt That I Was Falling Show
Notes:

This wooden bamboo chime is adorned with brass crescent moons, and carved with fey lullabies.

While holding this magic item, the user feels the emotions of others more intently.

This magic item has the Conscientious minor property (When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.)

Tome of Clear Thought very_rare CCC-HULB03-02 Dead Canaries Show
Item rewards: Rod of Hellish Flames (minorTemperate property) very_rare FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar (Playtest) Show
Notes:

Rod, very rare (requires attunement by a Spellcaster)

Glowing cinders orbit the flanged head of this black iron rod.

This rod can be used as an arcane focus. While holding this rod, you gain the following benefits:

Hellish Resistance. You have resistance to fire and necrotic damage.

Searing Rebuke. You can cast the Hellish Rebuke spell as a 4th-level spell (save DC 16) from the rod. Once you use the rod to cast the spell, the rod can’t cast the spell again until the next dawn.

Surge of Brimstone. Whenever you cast a spell that deals fire or necrotic damage, you can use the rod to deal the maximum damage instead of rolling. Once this property is used, it can’t be used again until the next dawn.

Rod Flavour: This rod bears the marks of the followers of Szass Tam. It always feels tepid to the touch, seemingly ignoring the environment around it and while you touch it so do you. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. The disdain it has for its surroundings may also rub off on the bearer as irritability or a lack of patience.

Dwarven Plate very_rare DDHC-TYP-ATG3 Against the Giants: Hall of the Fire Giant King Show
Cloak of Displacement very_rare DDAL05-05 A Dish Best Served Cold Show
Notes:

Wondrous item, rare (requires attunement)

This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Scale Armor of Psychic Resistance (Druid-friendly) very_rare CCC-TRI-21 YUL1-6 Rifts of Madness Show
Notes:

You have resistance to one type of damage while you wear this armor. This damage type is psychic.

This armor is made out of an organic hardened resin similar to amber. When this armor’s psychic resistance is used, you are wracked with terrible nightmares of unfathomable creatures that evening.

Longbow of Melodies very_rare PS-DC-DD-08 (PlayTest) Show
Notes:

Weapon, Very Rare (Requires Attunement)

This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an
arrow to the bow, you imbue the arrow with magic.

You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must
choose to do so before you make the attack roll, and you can play only one melody per attack.

Melody of Precision. If you're proficient in Performance, you gain a +1 bonus to the attack roll. If you
have expertise in Performance, you gain a +2 bonus instead.

Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.

This item is found in The Book of Many Things.

Songcraft. This longbow plays pirate shanties when it is used.

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.

Absorbing Tattoo (Force) very_rare SJ-DC-ETA You Are My Sunshine Show
Notes:

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

The needle of this tattoo was taken from one of the crystal shards surrounding Ligyron’s crystallized heart. The energies here are so diverse that the characters choose which energy type their tattoo absorbs. Ligyron nigh-indestructible divinity, being the nigh-indestructible god of war, makes this needle immune to damage. This needle has the Unbreakable minor property: The item can’t be broken. Special means must be used to destroy it.

Produced by a special needle, this magic tattoo features designs that emphasize one color.

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.

Damage Resistance
While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Damage Type/Color

  • 1 Acid/Green
  • 2 Cold/Blue
  • 3 Fire/Red
  • 4 Force/White
  • 5 Lightning/Yellow
  • 6 Necrotic/Black
  • 7 Poison/Violet
  • 8 Psychic/Silver
  • 9 Radiant/Gold
  • 10Thunder/Orange

Damage Absorption
When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.

This item is found in the Tasha’s Cauldron of Everything, pg. 119.

Magic Tattoo Coverage/Damage Type
Very Rare / Two limbs or the chest or upper back