Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Steel (Longsword +2)
very_rare
Trade Log
Show
Notes:
Source: The Wild Beyond The Witchlight
Weapon (Longsword), Very Rare (Requires Attunement by a Good-aligned Creature)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Revivify. You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight.
Absorbing Tattoo (White) (Harmonious Property)
very_rare
SJ-DC-ROTU-03 Hubris of the Gods
Show
Notes:
Wondrous item (tattoo), very rare (requires attunement)
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.
Absorbing Tattoo
d10 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
10 Thunder 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.
Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk)
very_rare
SJ-DC-PANDORA-JWEI-04A (Playtest)
Show
Notes:
Flavor. When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear.
Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form.
Ring of Telekinesis
very_rare
DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness)
Show
Tome of Leadership and Influence
very_rare
Trade Log
Show
Defender (Rapier)
legendary
DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors)
Show
Notes:
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Wave (Trident +3)
legendary
DDHC-TYP-White Plume Mountain
Show
Discord
unique
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Discord (Armor (Plate), Unique)
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Woe (Longsword +3)
unique
DDAL-DRW-16 Uprising
Show
Notes:
Woe
Weapon (Longsword), Unique
This blade, formed from Father Llymic’s urge to destroy, is made from a bizarre, icy crystal that appears to bend and twist when viewed peripherally. When Woe’s bearer is presented with an opportunity to act violently, Woe heightens its urge to do so.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.”
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Steel (Longsword +2) | very_rare | Trade Log | Show | |||
Notes:
Source: The Wild Beyond The Witchlight Weapon (Longsword), Very Rare (Requires Attunement by a Good-aligned Creature) You have a +2 bonus to attack and damage rolls made with this magic weapon. Revivify. You can use an action to cast the Revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can't be used again until the next dawn. Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn't like to back down from a fight. |
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Absorbing Tattoo (White) (Harmonious Property) | very_rare | SJ-DC-ROTU-03 Hubris of the Gods | Show | |||
Notes:
Wondrous item (tattoo), very rare (requires attunement) 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 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. |
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Kristina’s Whistle (Ghost Step Tattoo with Loud Quirk) | very_rare | SJ-DC-PANDORA-JWEI-04A (Playtest) | Show | |||
Notes:
Flavor. When the user blows this whistle, the ghost of a white wolf appears beside them (no mechanical benefit) and demands they spend one hour playing with him. Once done, the wolf becomes a wisp of blue smoke and sinks into the part of your skin where you want the tattoo of a most ferocious white wolf to appear. Whenever a charge is expended, the ghostly form of Fenrir, a humongous white wolf, appears and lets out a deafening howl which sounds more like the roar of a dragon. Fenrir’s aura coats the user and turns them incorporeal until the end of their next turn, providing them with the mentioned benefits of ghostly form. |
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Ring of Telekinesis | very_rare | DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) | Show | |||
Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Defender (Rapier) | legendary | DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) | Show | |||
Notes:
You gain a +3 bonus to attack and damage rolls made with this magic weapon. |
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Wave (Trident +3) | legendary | DDHC-TYP-White Plume Mountain | Show | |||
Discord | unique | DDAL-DRW-15 Frozen Whispers | Show | |||
Notes:
Discord (Armor (Plate), Unique) Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit. |
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Woe (Longsword +3) | unique | DDAL-DRW-16 Uprising | Show | |||
Notes:
Woe You have a +3 bonus to attack and damage rolls made with this magic weapon. If a character wields Woe while wearing Discord (plate armor from DDAL-DRW-15 Frozen Whispers), they are unharmed by temperatures as low as −60 degrees Fahrenheit. Additionally, until the character removes Discord, they gain the flaw “Bright light enrages me.” |