Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Eyes of Minute Seeing uncommon DDHC-CM The Canopic Being Show
Notes:

Eyes of Minute Seeing
Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Watchful Helm very_rare DDHC-CM The Canopic Being Show
Notes:

Watchful Helm
Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.

a shiny steel helm embossed with lidless eyes

Eldritch Claw Tattoo uncommon Trade Log Show
Notes:

Source: Tasha's Cauldron of Everything

Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Wraps of Unarmed Prowess +3 very_rare Trade Log Show
Notes:

Wraps Of Unarmed Prowess +3

Source: The Book of Many Things

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.

Same der Hoffnung (DRACHENEI) für die Story common SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) Show
Notes:

In einer heiß-glühenden Schatulle findet ihr ein Ei. Bei seinem Anblick fühlt ihr euch an Sonneneruptionen erinnert, die ihr mehr als einmal im Wildspace bewundern durftet.

Dies ist der ungeborene Nachkomme, der stumme Zeuge der Vereinigung des Solardrachens Fortgen "die brennende Lanze" mit Raina der "Sonnenseglerin".

Und nun, da Fortgen vernichtet wurde, der zukünftige Verteidiger aller Bewohner seines Herrschaftsgebietes.

Rod of Alertness very_rare CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Rod of Alertness (tier 3 only)

Rod, very rare (requires attunement)

This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

This rod has a flanged head and the following Properties.

Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.

Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.

Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.

The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Story Award Favor of Candlekeep common CCC-GARY-04 A Darkness in the Mountains Show
Notes:

Story Award: Favor of Candlekeep

Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource.

Mass Cure Wounds
Destructive Wave
Summon Celestial