Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Winged Boots uncommon CCC-SQC-03-02 Shiitake CCC-SQC-03-02 Shiitake Show
Notes:

Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

This pair of boots is crafted by magically fusing leaves from the Comanthar forest and ancient magic that still lingers around Myth Drannor. The wearer of the boots leaves behind a trail of faintly sparkling dust that disappears almost immediately. The leaves on the boots changes color according to the season of the region.

☐ Weapon of Warning (Net) uncommon CCC-ELF-03-01 Death’s Claw CCC-ELF-03-01 Death’s Claw Show
☐ Wand of Stars (Wand of Pyrotechnics) common WBW-DC-AA-ASHALON-02 Under the Cover of Stars WBW-DC-AA-ASHALON-02 Under the Cover of Stars Show
Notes:

(This wand, created by the archfey Ananeira's research, releases miniature shooting stars. It can also provide light in the darkness. You can use a bonus action to shed bright moonlight in a 10-ft radius and dim light for another 10 ft.)

☐ Wand of Secrets uncommon CCC-SQC-03-01 Consumption CCC-SQC-03-01 Consumption Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ The Vines of Avarice (Gloves of Thievery) uncommon CCC-ELF-03-02 Echoes of Rage CCC-ELF-03-02 Echoes of Rage Show
Notes:

These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.

☐ Staff of Power very_rare DDHC-CoS-4 Service Hours Awarded_2024: 50th Anniversary_Very Rare Reward Show
Notes:

Staff, 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 rolls but loses all other properties. On a 20, the staff regains 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.

☐ Spellwrought Tatoo (Beacon of Hope) uncommon WBW-DC-JSH-CEL1 Better with Friends WBW-DC-JSH-CEL1 Better with Friends 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 Tasha’s Cauldron of Everything.

This tattoo contains the spell Beacon of Hope – just in case you need it.

☐ Spellwrought Tatoo (2nd Level) uncommon 12b Service Hours Awarded, Uncommon Reward Service Hours Award_Common or Uncommon Show
Notes:

Wondrous Item (tattoo), varies
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.

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 Area Covered
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

☐ Spell Scroll of Tongues uncommon Purchased Scroll from AL Vendor Scribed Spells from Purchased Scrolls Show
☐ Spell Scroll of Summon Shadowspawn uncommon FR-DC-LIGA-02 - House of Shadow FR-DC-LIGA-02 - House of Shadow Show
Notes:

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

☐ Spell Scroll of Levitate common Descent Into The Lost Caverns of Tsojcanth Descent Into The Lost Caverns of Tsojcanth Show
☐ Spell Scroll of Haste uncommon Purchased Scroll from AL Vendor Scribed Spells from Purchased Scrolls Show
☐ Spell Scroll of Enemies Abound uncommon Purchased Scroll from AL Vendor Scribed Spells from Purchased Scrolls Show
☐ Spell Scroll of Bestow Curse uncommon Purchased Scroll from AL Vendor Scribed Spells from Purchased Scrolls Show
☐ Spell Scroll: Ice Knife uncommon DDAL07-03 A Day at the Races DDAL07-03 A Day at the Races Show
Notes:

Scroll, uncommon

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
* - (a drop of water or a piece of ice)

☐ SHROUD OF NIGHT Cloak of Billowing common WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier WBW-DC-AA-ASHALON-01 Beneath the Eternal Glacier Show
Notes:

The dark fabric, hewn from the night sky and strung with silver thread, shines with the sparkle of a thousand stars. To wear it will help you reach for your loftiest and most ambitious goals. It whispers to you in a language known only to the Feywild, allowing you to understand and speak Sylvan.

☐ Scroll of Summon Fey uncommon WBW-DC-JSH-CEL1 Better with Friends WBW-DC-JSH-CEL1 Better with Friends Show
Notes:

Scroll, uncommon

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

This item is found in the Dungeon Master’s Guide.

Description. This beautifully-embossed card bears the name and address of The Host. If you wish to summon one of his court to a party (or a fight) you can do so. This item is a Spell scroll of Summon Fey

☐ Scroll of Protection from Evil and Good uncommon DAL07-01 A City on the Edge DAL07-01 A City on the Edge Show
Notes:

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

☐ Scroll of Healing Word common DAL07-01 A City on the Edge DAL07-01 A City on the Edge Show
Notes:

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

☐ Rod of the Pact Keeper +2 rare DDEX3-13 Writhing in the Dark DDEX3-13 Writhing in the Dark Show