Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
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.

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.

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.

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.

+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.

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.

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).

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.

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.

Amulet of Health rare Keys from the Golden Vault - Heart of Ashes Show
Notes:

Amulet of Health
DMG'24
p228
Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Helm of Brilliance very_rare FR-DC-MIND-01 Mindflayed Adventures FR-DC-MIND-01 Mindflayed Adventures Show
Notes:

This helm is set with 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing the helm.

Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon.

Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells. You can cast one of the following spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

Harmonious, this Item needs 1 minute to attune to it.

Periapt of Wound Closure uncommon FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, uncommon (requires attunement)
1 lb.

While wearing this pendant, you gain the following benefits:
Life Preservation

Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost

Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Minor Property: Beacon

You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

History: A Halfling's Blessing

In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl.

Hat of Wizardry common FR-DC-MBM-02 Back To Blighty FR-DC-MBM-02 Back To Blighty Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This cone-shaped hat is adorned with moons and stars.

While you are wearing it, you gain the following benefits:
Spellcasting Focus
You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell
As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.

Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
History:
You shot this hat and it survived! Maybe it will help you survive as well.

Cloak of Protection uncommon FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

The Snatch Key common FR-DC-MBM-01 Back To The Big Guy FR-DC-MBM-01 Back To The Big Guy Show
Notes:

The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears.

Amus Fabulous Tales uncommon FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

Wondrous item, uncommon

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Sarions Spare Helmet common FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

Wondrous item, common

This fearsome steel helm makes your eyes glow red while you wear it.

Minor Property Language: Thayan

This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?

Raven Queens Necklace of Prayer Beads common FR-DC-CTT Creepy Tavern Tales FR-DC-CTT Creepy Tavern Tales Show
Notes:

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

1 Bead of Windwalking

2 Bead of Favor

2 Bless

1 Bead of Summons

Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it

While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.