Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Spellwrought Tattoo (Clairvoyance)
uncommon
SJ-DC-LEGIT-SB-02 Club Diamond
SJ-DC-LEGIT-SB-02 Club Diamond
Show
Notes:
Wondrous Item (Tattoo), Uncommon (Consumable)
Produced by a special needle, this magic tattoo contains the clairvoyance spell, 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.
This needle etches lines of metallic gold and silver into your skin.
This item can be found in Tasha's Cauldron of Everything (TCE).
Bulletproof Vest (+2 Breastplate)
very_rare
SJ-DC-LEGIT-SB-02 Club Diamond
SJ-DC-LEGIT-SB-02 Club Diamond
Show
Notes:
Armour (Medium), Very Rare
You have a +2 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".
This item can be found in the Dungeon Master's Guide (DMG).
Talking Doll
common
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
Astromancy Archive
rare
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
Stout (+2 Longsword)
rare
CCC-GHC-BK1-05_For_the_Glory_of_Bloutar
CCC-GHC-BK1-05_For_the_Glory_of_Bloutar
Show
Notes:
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Knave's Eye Patch
rare
DDHC-WDH Waterdeep: Dragon Heist
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Bloodwell Vial +2
rare
Trade Log
Show
Notes:
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Arrow of Dragon Slaying
very_rare
DDHC-JRC-10 Between tangled Roots
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Necklace of Adaptation
uncommon
DDHC-JRC-10 Between tangled Roots
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Staff of the Python
uncommon
DDHC-JRC-10 Between tangled Roots
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Raven Queens Necklace of Prayer Beads
rare
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 Windwalk
2 Greater Restoration
2 Bless
1 Planar Ally
Minor Property: Harmonios. This Item only needs 1 Minute to attune to it.
Dread Helm
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
Gem of Brightness
uncommon
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
+2 Rod of the Pact Keeper
common
FR-DC-FOS-11 Eyes in the Dark
FR-DC-FOS-11 Eyes in the Dark
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
+2 Shield
rare
DDAL09-19 Fang and Claw
Trade Log
Show
Notes:
Armor (shield), rare
6 lb.
AC +2
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Ring of Telekinesis
very_rare
DDHC-CM: CANDLEKEEP MYSTERIES - K ANDLEKEEP DEKONSTRUKTION
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Spellwrought Tattoo (Clairvoyance) | uncommon | SJ-DC-LEGIT-SB-02 Club Diamond | SJ-DC-LEGIT-SB-02 Club Diamond | Show | ||
Notes:
Wondrous Item (Tattoo), Uncommon (Consumable) Produced by a special needle, this magic tattoo contains the clairvoyance spell, 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. This needle etches lines of metallic gold and silver into your skin. This item can be found in Tasha's Cauldron of Everything (TCE). |
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Bulletproof Vest (+2 Breastplate) | very_rare | SJ-DC-LEGIT-SB-02 Club Diamond | SJ-DC-LEGIT-SB-02 Club Diamond | Show | ||
Notes:
Armour (Medium), Very Rare You have a +2 bonus to AC while wearing this breastplate. Strange Material. This armour is composed of ceramic This item can be found in the Dungeon Master's Guide (DMG). |
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Talking Doll | common | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
Notes:
Wondrous Item, common (requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. |
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Astromancy Archive | rare | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
Notes:
Wondrous Item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. |
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Stout (+2 Longsword) | rare | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | CCC-GHC-BK1-05_For_the_Glory_of_Bloutar | Show | ||
Notes:
Weapon (longsword), rare, Table G This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. This item can be found in the Dungeon Master’s Guide. |
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Knave's Eye Patch | rare | DDHC-WDH Waterdeep: Dragon Heist | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: |
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Bloodwell Vial +2 | rare | Trade Log | Show | |||
Notes:
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Arrow of Dragon Slaying | very_rare | DDHC-JRC-10 Between tangled Roots | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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Necklace of Adaptation | uncommon | DDHC-JRC-10 Between tangled Roots | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Staff of the Python | uncommon | DDHC-JRC-10 Between tangled Roots | DDHC-JRC-10 Between tangled Roots | Show | ||
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Raven Queens Necklace of Prayer Beads | rare | 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 Windwalk 2 Greater Restoration 2 Bless 1 Planar Ally Minor Property: Harmonios. This Item only needs 1 Minute to attune to it. |
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Dread Helm | 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 |
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Gem of Brightness | uncommon | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
Notes:
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. |
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+2 Rod of the Pact Keeper | common | FR-DC-FOS-11 Eyes in the Dark | FR-DC-FOS-11 Eyes in the Dark | Show | ||
Notes:
Rod, rare (requires attunement by a warlock) |
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+2 Shield | rare | DDAL09-19 Fang and Claw | Trade Log | Show | ||
Notes:
Armor (shield), rare |
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Ring of Telekinesis | very_rare | DDHC-CM: CANDLEKEEP MYSTERIES - K ANDLEKEEP DEKONSTRUKTION | Trade Log | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |