Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Spell Scroll: Mage Armor common Trading Post-Gen Con Purchase Log Show
Notes:

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

  • - (a piece of cured leather)
☐ Spell Scroll: Comprehend Languages x4 common Trading Post-Gen Con Purchase Log Show
Notes:

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

  • - (a pinch of soot and salt)
☐ 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.

☐ Potion of Greater Healing x3 uncommon SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten Purchase Log Show
☐ Rod of the Pact Keeper +1 uncommon Faction Item: +1 Rod of the Pact Keeper (Season 10) Trade Log Show
Notes:

Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ 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.

☐ Stone of Good Luck (Luckstone) uncommon DDEP04 Reclamation of Phlan DDEP04 Reclamation of Phlan Show
Notes:

Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

☐ Spell Scroll: Warding Bond uncommon DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark Show
Notes:

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

  • - (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
☐ 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.

☐ Potion of Healing common DDAL07-05 Whispers in the Dark DDAL07-05 Whispers in the Dark Show
Notes:

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

Potions of Healing

Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20

☐ 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.

☐ 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.

☐ Potion of Greater Healing uncommon CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
☐ Spell Scroll of Raise Dead rare CCC-WWC-08 Pool of Annihilation CCC-WWC-08 Pool of Annihilation Show
☐ 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.

☐ Sentinel Shield uncommon CCC-WWC-07 The Icy Hand of Hate CCC-WWC-07 The Icy Hand of Hate Show
Notes:

Uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.

The shield is emblazoned with a flaming sword, which is the holy symbol of the warrior god Tempus.

☐ Potion of Heroism uncommon CCC-WWC-07 The Icy Hand of Hate CCC-WWC-07 The Icy Hand of Hate Show
☐ Potion of Greater Healing uncommon CCC-WWC-07 The Icy Hand of Hate CCC-WWC-07 The Icy Hand of Hate Show
☐ Spell Scroll: Silence common CCC-WWC-06 The Fear of Fiends CCC-WWC-06 The Fear of Fiends Show
☐ 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.