Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Immovable Rod
uncommon
PO-BK-3-02 Shoreline Splunking
PO-BK-3-02 Shoreline Splunking
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Wand of Magic Missiles
common
PO-BK-3-03 Smoke on the Water
PO-BK-3-03 Smoke on the Water
Show
Notes:
Wand (arcane focus), 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.
Rope Of Climbing
uncommon
PO-BK-3-04 Dead in the Water
PO-BK-3-04 Dead in the Water
Show
Notes:
Wondrous item, uncommon
Weight: 3
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed..
This item can be found in the Dungeon Master's Guide (2024).
Moon-Touched Scimitar
common
PO-BK-3-04 Dead in the Water
PO-BK-3-04 Dead in the Water
Show
Notes:
Weapon (martial, sword), common
In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Dungeon Master's Guide (2024).
Bracer of Flying Daggers
rare
PO-BK-3-05 INTO THE SHINING SEA
PO-BK-3-05 INTO THE SHINING SEA
Show
Notes:
Wondrous item, rare (requires attunement)
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
+2 Dragonhide Belt
rare
PO-BK-3-06 Trouble Brewing in Port Nyanzaru
PO-BK-3-06 Trouble Brewing in Port Nyanzaru
Show
Notes:
Wondrous Item, rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Krakenfang (Sword of Life Stealing)
rare
PO-BK-3-07 ON PIRATE'S HONOR
PO-BK-3-07 ON PIRATE'S HONOR
Show
Notes:
Weapon (scimitar), rare (requires attunement)
This bone-crafted, thin bladed scimitar bears intricate engravings of tentacles that snake from blade tip to hilt-a kraken’s head. The remaining tentacles entwine to form the weapons cross guard.
Krakenfang radiates a continuous necrotic magic aura. The scimitar’s surface lightens when it draws blood, from deep black to maroon red. It reverts back to its original color 8 hours after its last use.
Unbreakable Arrow
common
PO-BK-3-07 ON PIRATE'S HONOR
PO-BK-3-07 ON PIRATE'S HONOR
Show
Notes:
Ammunition, common
Minor tier
This arrow can't be broken, except when it is within an antimagic field.
Cape of the Mountebank
rare
PO-BK-3-08 Weeding Out Trouble
PO-BK-3-08 Weeding Out Trouble
Show
Notes:
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Amethyst Dragon Wing Longbow
rare
PO-BK-3-09 Isle of Death
PO-BK-3-09 Isle of Death
Show
Notes:
Weapon (Longbow), Rare (Requires Attunement)
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of an amethyst dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 force damage.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
This item can be found in Fizban’s Treasury of Dragons.
Shadowfell Brand Tattoo
rare
PO-BK-3-10 Hymn of Love
PO-BK-3-10 Hymn of Love
Show
Notes:
Wondrous item (tattoo), rare (requires attunement)
Produced by a special needle, this magic tattoo is dark in color and abstract. When light is cast upon the needle, the following sentence can be made out from the shadows of the needle.
“We work in the Dark, to serve the Light.
We are Assassins.”
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.
Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.
Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset.
Harmonious. Attuning to this item takes only 1 minute.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Immovable Rod | uncommon | PO-BK-3-02 Shoreline Splunking | PO-BK-3-02 Shoreline Splunking | Show | ||
|
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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| Wand of Magic Missiles | common | PO-BK-3-03 Smoke on the Water | PO-BK-3-03 Smoke on the Water | Show | ||
|
Notes:
Wand (arcane focus), 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. |
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| Rope Of Climbing | uncommon | PO-BK-3-04 Dead in the Water | PO-BK-3-04 Dead in the Water | Show | ||
|
Notes:
Wondrous item, uncommon Weight: 3 If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.. This item can be found in the Dungeon Master's Guide (2024). |
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| Moon-Touched Scimitar | common | PO-BK-3-04 Dead in the Water | PO-BK-3-04 Dead in the Water | Show | ||
|
Notes:
Weapon (martial, sword), common In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Dungeon Master's Guide (2024). |
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| Bracer of Flying Daggers | rare | PO-BK-3-05 INTO THE SHINING SEA | PO-BK-3-05 INTO THE SHINING SEA | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| +2 Dragonhide Belt | rare | PO-BK-3-06 Trouble Brewing in Port Nyanzaru | PO-BK-3-06 Trouble Brewing in Port Nyanzaru | Show | ||
|
Notes:
Wondrous Item, rare (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. |
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| Krakenfang (Sword of Life Stealing) | rare | PO-BK-3-07 ON PIRATE'S HONOR | PO-BK-3-07 ON PIRATE'S HONOR | Show | ||
|
Notes:
Weapon (scimitar), rare (requires attunement) This bone-crafted, thin bladed scimitar bears intricate engravings of tentacles that snake from blade tip to hilt-a kraken’s head. The remaining tentacles entwine to form the weapons cross guard. Krakenfang radiates a continuous necrotic magic aura. The scimitar’s surface lightens when it draws blood, from deep black to maroon red. It reverts back to its original color 8 hours after its last use. |
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| Unbreakable Arrow | common | PO-BK-3-07 ON PIRATE'S HONOR | PO-BK-3-07 ON PIRATE'S HONOR | Show | ||
|
Notes:
Ammunition, common |
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| Cape of the Mountebank | rare | PO-BK-3-08 Weeding Out Trouble | PO-BK-3-08 Weeding Out Trouble | Show | ||
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Notes:
Wondrous item, rare When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn. |
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| Amethyst Dragon Wing Longbow | rare | PO-BK-3-09 Isle of Death | PO-BK-3-09 Isle of Death | Show | ||
|
Notes:
Weapon (Longbow), Rare (Requires Attunement) The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of an amethyst dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 force damage. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. This item can be found in Fizban’s Treasury of Dragons. |
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| Shadowfell Brand Tattoo | rare | PO-BK-3-10 Hymn of Love | PO-BK-3-10 Hymn of Love | Show | ||
|
Notes:
Wondrous item (tattoo), rare (requires attunement) Produced by a special needle, this magic tattoo is dark in color and abstract. When light is cast upon the needle, the following sentence can be made out from the shadows of the needle. “We work in the Dark, to serve the Light. 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. Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks. Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can't be used again until the next sunset. Harmonious. Attuning to this item takes only 1 minute. |
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