Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
EA - Harengon Spirit Club
common
LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre
Character Creation
Show
Notes:

Event Award, attached to player
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn.
(https://www.adventurersleaguelog.com/users/33520/characters/87987/character_log_entries/871875)
UC/A - Hamster Claw Tattoo (Eldritch Claw Tattoo)
uncommon
Horkus Porkus' Spelljammer
SJ-DC-HAM-01 Hamster Missing!
Show
Notes:
Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
The Eldritch Maul look like Giant Hamster Paws.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
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.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
UC/A - Cigar smoke tattoo (Coiling grasp tattoo)
uncommon
Cavern of Blabbery Finderling
SJ-DC-YZ-01-01 Easy Task gone wrong
Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)
Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process.
When the attunement is complete, the cigar 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 cigar reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim.
The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke.
When the effect is used the tendril takes form of a smoke tentacle aswell.
C - Cloak of many fashions
common
Column
SJ-DC-YZ-01-01 Easy Task gone wrong
Show
Notes:

Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
This cape is in a beautiful red tone with golden seam. On the back it has a big open mouth in the same golden color.
Quirk: Loud: When activated the mouth on the back of the cloak shouts out: Ohh, a pretty boy/girl! Seems like my looks aren't fine enough for you?
UC/A - "Guardian" Guardian Emblem
uncommon
Wood camp
SJ-DC-YZ-01- 02 Emergency Call, #93742 needs you!
Show
Notes:

Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of Helm. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
C - Flask of Sobriety (Tankard of Sobriety)
common
Warehouse
SJ-DC-YZ-01- 02 Emergency Call, #93742 needs you!
Show
Notes:

Wondrous item, common
This flask has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The flask has no effect on magical liquids or harmful substances such as poison.
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey.
Message: The treasure you may seek is in the ruin of "Al Kha Thun"
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
EA - Harengon Spirit Club | common | LN-1 Fuzzytail Farm and the Frightful Candy Goat Massacre | Character Creation | Show | ||
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump until the next dawn. |
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UC/A - Hamster Claw Tattoo (Eldritch Claw Tattoo) | uncommon | Horkus Porkus' Spelljammer | SJ-DC-HAM-01 Hamster Missing! | Show | ||
Notes:
Eldritch Claw Tattoo Wondrous item (tattoo), uncommon (requires attunement) The Eldritch Maul look like Giant Hamster Paws. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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. Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
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UC/A - Cigar smoke tattoo (Coiling grasp tattoo) | uncommon | Cavern of Blabbery Finderling | SJ-DC-YZ-01-01 Easy Task gone wrong | Show | ||
Notes:
Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process. When the attunement is complete, the cigar 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 cigar reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim. The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke. |
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C - Cloak of many fashions | common | Column | SJ-DC-YZ-01-01 Easy Task gone wrong | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. This cape is in a beautiful red tone with golden seam. On the back it has a big open mouth in the same golden color. Quirk: Loud: When activated the mouth on the back of the cloak shouts out: Ohh, a pretty boy/girl! Seems like my looks aren't fine enough for you? |
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UC/A - "Guardian" Guardian Emblem | uncommon | Wood camp | SJ-DC-YZ-01- 02 Emergency Call, #93742 needs you! | Show | ||
Notes:
This emblem is the symbol of Helm. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. Minor Poperty: |
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C - Flask of Sobriety (Tankard of Sobriety) | common | Warehouse | SJ-DC-YZ-01- 02 Emergency Call, #93742 needs you! | Show | ||
Notes:
This flask has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The flask has no effect on magical liquids or harmful substances such as poison. Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey. |