Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Masquerade Tattoo common WBW-DC-ROOK-1-3 City of the Dead Trade Log Show
Notes:

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

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.

Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time.

Moon-Touched Longsword common CCC-GHC-BK1-01 Into the Border Kingdoms Show
Notes:

Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed.

Periapt of Wound Closure uncommon CCC-THENT01-02 Those That Dwell Beneath Show
Notes:

Wondrous Item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Pipes of Haunting uncommon DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost Show
Notes:

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Platinum Scarf legendary PS-DC-TWW - 01 Welcome to the Hunt PS-DC-TWW - 00 The Wishing Well Show
Notes:

Wondrous item, legendary (requires attunement)

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.

Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.

This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.

Pot of Awakening common CCC-CONMAR 01-02 Finding Linric Show
Notes:

Wondrous Item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time.

When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully.

Prosthetic Limb common DDAL 10-06 The Fallen Star DDAL 10-06 The Fallen Star Show
Notes:

Wondrous item, common

This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Red Dragon Scale Mail very_rare Keys from the Golden Vault - Heart of Ashes Trade Log Show
Notes:

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Ring of Acid Resistance rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Ring, rare (requires attunement)

You have resistance to acid damage while wearing this ring.

Ring of Regeneration very_rare WBW-DC-TEN-02 The Festival of Fyre WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Ring of Swimming common DDAL05-06 Beneath the Fetid Chelimber Show
Notes:

You have a swimming speed of 40 feet while wearing this ring.

Ruby of the War Mage common PS-DC-MIKE-01 The Clash for the Multiversal Championship PS-DC-MIKE-01 The Clash for the Multiversal Championship Show
Notes:

Wondrous item, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

This item is found in Xanathar’s Guide to Everything.

The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.

Ruby of the War Mage common DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost Show
Notes:

Wondrous item, minor tier, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

Sentinel Shield uncommon DDAL-DRW-INT-02 Watchers of the Trollclaws Trade Log Show
Notes:

Armor (shield), uncommon - 6 lb. AC +2

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

Shield+3 very_rare DDHC-TOA-9 Ruins of Matolo DDHC-TOA-9 Ruins of Matolo Show
Notes:

Armor (shield), very rare
6 lb.

AC +2
While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Shield of Expression common WBW-DC-FWF End of the Red Plague WBW-DC-FWF End of the Red Plague Show
Notes:

Armor (shield), common
6 lb.
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.

Minor Property: Waterborne
This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

Silver Horn of Valhalla rare WBW-DC-TEN-02 The Festival of Fyre WBW-DC-TEN-02 The Festival of Fyre Show
Notes:

Wondrous item, rare
You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.

Slippers Of Spider Climbing uncommon DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Staff of the Woodlands rare DDHC-CM Xanthoria DDHC-CM Xanthoria Show
Notes:

Staff, rare (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Staff of Withering rare DDHC-CM-16 Alkazar's Apendix DDHC-CM-16 Alkazar's Apendix Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.