Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
☐ +1 pistol with 10 shots uncommon Service Hours Awarded Show
Notes:

+1 pistol with 10 shots
+ 10 downtime days

☐ Spellwrought Tatoo (3rd Level) uncommon Service Hours Awarded 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

☐ Wildspace orrery* + 10 downtime days common Service Hours Awarded Show
Notes:

Wildspace orrery* + 10 downtime days
Wondrous Item, uncommon
Inside a Wildspace system, this portable arcane device automatically tracks the positions and movements of all suns, planets, moons, and comets within that system, projecting a display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.

☐ Headband of Intellect uncommon DDAL05-16 Parnast Under Siege DDAL05-16 Parnast Under Siege Show
Notes:

(Wondrous Item, uncommon) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This item can be found in the Dungeon Master’s Guide. Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.

☐ Hat of Disquise uncommon Service Awards_Season 12B Service Awards_Common or Uncommon Show
Notes:

Wondrous Item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

☐ Lantern of Tracking (Aberrations) common DC-PoA-ROG-2: The Cold Eyes of Terror DC-PoA-ROG-2: The Cold Eyes of Terror Show
Notes:

Wondrous Item, common
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.

☐ Psi Crystal uncommon DC-PoA-ROG-2: The Cold Eyes of Terror DC-PoA-ROG-2: The Cold Eyes of Terror Show
Notes:

Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.

The crystal also glows with a purplish inner light while you are attuned to it.

The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).

Psi Crystal Properties
Intelligence Score Range of Telepathy Light Intensity
3–7 15 feet Dim light out to a range of 5 feet
8–11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet
12–15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet

https://www.dndbeyond.com/sources/mm/introduction#Telepathy

Telepathy
Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation.

A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated.

A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages.

☐ Potion of Climbing common DC-PoA-ROG-2: The Cold Eyes of Terror DC-PoA-ROG-2: The Cold Eyes of Terror Show
Notes:

Potion of Climbing (Consumable, common)

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

☐ Bag of Holding uncommon DDHC-KGV-01 - The Murkmire Malevolence DDHC-KGV-01 - The Murkmire Malevolence 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.

☐ Handaxe +1 uncommon DDHC-KGV-01 - The Murkmire Malevolence DDHC-KGV-01 - The Murkmire Malevolence Show
☐ Winged Boots uncommon DDHC-KGV-01 - The Murkmire Malevolence DDHC-KGV-01 - The Murkmire Malevolence 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.

☐ Wand of Magic Missiles uncommon CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear Show
Notes:

Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ Potion of Healing common CCC-WWC-01 In the Face of Fear CCC-WWC-01 In the Face of Fear Show
☐ Greatsword +2 rare Service Hours Awards_+2 Weapon (Repeatable) Service Hours Awards_+2 Weapon (Repeatable) Show
Notes:

Weapon (any), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

☐ Gauntlets of Ogre Power uncommon DDHC-KGV-12 - Party at Paliset Hall Trade Log Show
☐ Potion of Greater Healing uncommon DDHC-PAM-EP-01-Power in Pieces DDHC-PAM-EP-01-Power in Pieces Show
☐ Portal Compass uncommon DDHC-PAM-EP-01-Power in Pieces DDHC-PAM-EP-01-Power in Pieces Show
Notes:

Wondrous Item, uncommon
This portable arcane instrument points in the direction of the last portal it passed through while it and the portal are on the same plane of existence. If that portal no longer exists, the needle becomes static until the compass passes through a new portal.

☐ Shield of Expression common DDHC-PAM-EP-01-Power in Pieces DDHC-PAM-EP-01-Power in Pieces Show
Notes:

Armor (shield), common
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

☐ Potion of Healing common WDH-03: Blue Alley WDH-03: Blue Alley Part 2 Show
☐ Moon-Touched Weapon (Any) common WDH-03: Blue Alley WDH-03: Blue Alley Part 2 Show
Notes:

Weapon common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.