Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ Potion of Greater Healing uncommon CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
☐ Potion of Greater Healing uncommon CCC-WWC-06 The Fear of Fiends CCC-WWC-06 The Fear of Fiends Show
☐ Pearl of Power uncommon DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark Show
Notes:

This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in its mouth. While attuned to the pearl, the wearer’s dreams are consumed by a pair of yellow, serpentine eyes staring from fathomless darkness.

☐ Mystery Key common CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

☐ Lover's Embrace (Coiling Grasp Tattoo) uncommon SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten Show
Notes:

Reward: LOVERS EMBRACE (COILING GRASP TATTOO)
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo has long intertwining designs.

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. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

This item is found in the Tasha’s Cauldron of Everything. The tattoo made with this needle dances across your skin, occasionally pulsing red in color. In addition, this tattoo has the Language minor property: The bearer can speak and understand Elvish while the item is on the bearer’s person.

☐ Kagonesti Forest Shroud rare 12b Service Hours Award_Rare Reward Service Hours Award_Rare Item Show
Notes:

Wondrous Item, rare (requires attunement)
This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can’t be used again until the next dawn.
Dragonlance Item

☐ Insect Repellent-Salve common DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark Show
Notes:

Type: Adventuring Gear Cost: 1 gp Weight: --
Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothé controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.

A gourd or vial of salve, which sells for 1 gp, contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain.

☐ Half-plate +1 uncommon DDEP04 Reclamation of Phlan DDEP04 Reclamation of Phlan Show
Notes:

This black enameled armor has a splash of green paint across the breastplate. No amount of cleaning will remove it; even magical attempts to remove the black or green paint prove useless. Any creature familiar with the Tears of Virulence are likely to treat the armor’s wearer with suspicion.
Armor (light, medium, or heavy), rare
You have a +1 bonus to AC while wearing this armor.

☐ Gloves of Missile Snaring common CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
Notes:

Wondrous Item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

☐ Cloak of Protection +1 uncommon CCC-WWC-04 The Black Hand CCC-WWC-04 The Black Hand Show
Notes:

Wondrous Item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

☐ Brooch of Shielding uncommon CCC-WWC-06 The Fear of Fiends CCC-WWC-06 The Fear of Fiends Show
Notes:

Wondrous item, uncommon (requires attunement)

This white metal brooch depicts the white raised hand of Torm. You have resistance to force damage, and immunity to the magic missile spell, while you wear it.

☐ Bag of Holding uncommon CCC-WWC-03 Tyrant of the Forgotten Forge CCC-WWC-03 Tyrant of the Forgotten Forge Show
Notes:

Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

☐ Armor of Necrotic Resistance (Studded Leather) rare 12b Service Hours Awarded_Rare Reward Service Hours Award_Rare Show
Notes:

Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.