Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Scale Armor of Psychic Resistance 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.

Sending Stone uncommon CCC-6 SWORDS-01: Six Swords Out of Hell Show
Sera's Red Cape (Carpet of Flying Guardian property) very_rare SJ-DC-ROTU-07 Chapter 7: Recesses of the Unknown, Epilogue Show
Notes:

Wondrous Item, very rare

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.

Four sizes of carpet of flying exist. The DM chooses the size of a given carpet: 3 ft. x 5 ft. 200 lb. 80 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Flavor text: This red cape, when donned, flies its wearer up to 80 ft, or when commanded, spreads itself into a carpet. Upon sensing danger, the carpet nudges its wearer, warning them of danger and granting a +2 to initiative.

Shard of Snow Ice (Ioun Stone of Protection) rare WBW-DC-PHP-POLAR-01: Snow Ice Show
Notes:

Wondrous item rare (requires attunement)

Protection. You gain a +1 bonus to AC while the shard of snow ice orbits your head.

This small shard of everlasting crystal ice appears to be a chipped-off fragment from the control crystal of Ermyar’s Tower.

In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.

Shar's Staff of Paowah (Staff of Adornment with Abyssal language property) common SJ-DC-TBS-03: Happiest Farm (Playtest) Show
Simulacrum of a Simulacrum (Talking Doll) common SJ-DC-PHP-TY-AO-01 hail falls from the hyades Show
Notes:

This porcelain doll resembles a spellcaster's simulacrum, clad in winter clothes. The exact spellcaster is determined by the player who receives it. This item has the Guardian property.

Smoldering Scale Mail common Trade Log Show
Sovad's Staff of Flying (Broom of Flying) uncommon Purchase Log Show
Spear of Backbiting very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Weapon (spear), Very Rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Spellwrought Tattoo: Catnap uncommon SJ-DC-DD-07 Sinaya's Song (Playtest 3) Show
Notes:

Wondrous Item (tattoo), uncommon

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table. This item is found in the Tasha’s Cauldron of Everything, pg. 135.
Spellwrought Tattoo

Spell Level

Rarity

Spellcasting Ability Mod.

Save DC

Attack Bonus

Cantrip

Common

+3

13

+5

1st

Common

+3

13

+5

2nd

Uncommon

+3

13

+5

3rd

Uncommon

+4

15

+7

4th

Rare

+4

15

+7

5th

Rare

+5

17

+9

 
Magic Tattoo Coverage

Tattoo Rarity

Damage Type

Common

One hand or foot or a quarter of a limb

Uncommon

Half a limb or the scalp

Rare

One limb

Very Rare

Two limbs or the chest or upper back

Legendary

Two limbs and the torso

 

Staff of adornment (Hidden message property) common SJ-DC-ROTU-05 Chapter 5: Return of the Unknown I Show
Notes:

As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft.

Staff of Birdcalls (with Temperate minor property) common WBW-DC-Death-01 In Defence of Dairy Show
Notes:

Staff, common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Staff of Frost very_rare DDAL-DRW-05 Uncertain Scrutiny Show
Staff of Moon Dance (Staff of Striking with Beacon Property) common SJ-DC-PANDORA-JWEI-01 Chapter 1: THE PANDORA BOX (Playtest) Show
Notes:

VR, Attunement

Flavor. The tip of the staff curves in an arc resembling that of a crescent moon. In times of darkness, its wielder can use a bonus action to cause a mini full moon to appear within the crescent which shed bright light in a 10-foot-radius and dim light for an additional 10-foot-radius, or to extinguish the light.

Upon a successful hit and expending at least 1 of its charges, the crescent glows radiantly before an illumination of moonlight bursts forth.

When dancing a ritual dedicated to Selune with this staff, whether it be attuned or not to the wielder, a piece of their memory begins playing out in the mind of the viewers, but this function does not provide any mechanical benefit as it is only for story and flavor purposes.

Staff of Power very_rare DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) Show
Notes:

Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)

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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Staff of Striking very_rare CCC-TRI-14 YUL1-3 The Voice in the Night Show
Notes:

"This brass staff is smooth to the touch, giving a slight electric shock at first. While holding the staff, the wielder’s arm hair permanently stands on end, along with a tingling sensation."

Staff of Striking very_rare Trade Log Show
Staff of Thunder and Lightning very_rare Trade Log Show
Staff of Withering rare DDHC-CM-15 (Candlekeep Mysteries: Alkazaar's Appendix) Show
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.