Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
š¹ (VR) Manual of Quickness of Action
very_rare
Weakness of Rock
Assign Service Reward
Show
Notes:
Wondrous Item, Very Rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
ā (UC) Ild Rune Musket
uncommon
Opal of the Ild Rune
Trade Log
Show
Notes:
Weapon (musket), uncommon
Gift of Flame. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
ā (UC/AT) Winged Boots
uncommon
DDHC-KftGV-03 Reach for the Stars
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
ā The Mind Fortress (ring of mind shielding)
uncommon
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
Show
Notes:
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer canāt prevent this Telepathic Communication.
Flavour:
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhysās psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhysās psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressās form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the itemās use.This item can be found in the Dungeon Masterās Guide.
ā (UC) Grey Bag of Tricks
uncommon
CCC-GHC-BK1-09_Scavengers
CCC-GHC-BK1-09_Scavengers
Show
Notes:
Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)
d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Masterās Guide.
ā (UC) Circlet of Blasting
uncommon
CCC-GHC-BK1-06_Legacy_and_Virtue
CCC-GHC-BK1-06_Legacy_and_Virtue
Show
Notes:
Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spellās attacks, you do so with an attack bonus of +5. The circlet canāt be used this way again until the next dawn.
ā (R) 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
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 Masterās Guide.
ā (R/AT) Tentacle Rod
rare
CCC-GHC-BK1-03 - The Darkest Knight
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
ā (R/AT) Death Head (Mace of Disruption)
rare
CCC-GHC-BK1-02 - The Tithes That Bind
CCC-GHC-BK1-02 - The Tithes That Bind
Show
Notes:
Death's Head (Mace of Disruption)
Weapon (mace), rare (requires attunement)
This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell.
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Special. This item has the harmonious minor property. Attuning to it takes only 1 minute.
This item can be found in the Dungeon Master's Guide.
ā (UC) Mask of the Beast
uncommon
CCC-GHC-BK03-02 The Girl with the wet Nose
CCC-GHC-BK03-02 The Girl with the wet Nose
Show
Notes:
Wondrous Item, uncommon
This wooden mask is shaped in the likeness of a beastās visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
š¹ (C) Moon-Touched Longsword
common
BMG-DRW-OD-01 Something in the Way
Trade Log
Show
Notes:
Weapon (longsword), Common
The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
ā (R) Figurine of Wondrous Power (Bronze Griffon)
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnāt enough space for the creature, the figurine doesnāt become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canāt be used again until a certain amount of time has passed, as specified in the figurineās description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canāt be used again until 5 days have passed.
š² Blessing of Understanding
unique
DDHC-KftGV-13 - Fire and Darkness
Show
ā (L/AT) Whelm
legendary
Trade Log
Show
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
š¹ (L/AT) Ring of Invisibility
legendary
Assign Service Reward
Show
Notes:
Ring, Legendary (Requires Attunement)
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
ā (R/AT) Amulet of Health
rare
Trade Log
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
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.
š¹ (L/AT) Blood Fury Tattoo
legendary
Trade Log
Show
Notes:
Legendary
Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. 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. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: * When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. * When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
š¹ (UC) Insignia of Claws
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
š¹ (VR) Wraps of Unarmed Prowess +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, Very Rare
While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes.
š¹ (VR) Wraps of Unarmed Power +3
very_rare
Trade Log
Show
Notes:
Wondrous Item, Very Rare
While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| š¹ (VR) Manual of Quickness of Action | very_rare | Weakness of Rock | Assign Service Reward | Show | ||
|
Notes:
Wondrous Item, Very Rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century. |
||||||
| ā (UC) Ild Rune Musket | uncommon | Opal of the Ild Rune | Trade Log | Show | ||
|
Notes:
Weapon (musket), uncommon Gift of Flame. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. |
||||||
| ā (UC/AT) Winged Boots | uncommon | DDHC-KftGV-03 Reach for the Stars | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
||||||
| ā The Mind Fortress (ring of mind shielding) | uncommon | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | Show | ||
|
Notes:
Wondrous item, uncommon, table C Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer canāt prevent this Telepathic Communication. Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhysās psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhysās psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressās form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the itemās use.This item can be found in the Dungeon Masterās Guide. |
||||||
| ā (UC) Grey Bag of Tricks | uncommon | CCC-GHC-BK1-09_Scavengers | CCC-GHC-BK1-09_Scavengers | Show | ||
|
Notes:
Bag of Tricks (Gray) d8 Creature The creature is friendly to you and your companions, |
||||||
| ā (UC) Circlet of Blasting | uncommon | CCC-GHC-BK1-06_Legacy_and_Virtue | CCC-GHC-BK1-06_Legacy_and_Virtue | Show | ||
|
Notes:
Wondrous item, uncommon, Table F This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration. |
||||||
| ā (R) 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 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 Masterās Guide. |
||||||
| ā (R/AT) Tentacle Rod | rare | CCC-GHC-BK1-03 - The Darkest Knight | CCC-GHC-BK1-03 - The Darkest Knight | Show | ||
|
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
| ā (R/AT) Death Head (Mace of Disruption) | rare | CCC-GHC-BK1-02 - The Tithes That Bind | CCC-GHC-BK1-02 - The Tithes That Bind | Show | ||
|
Notes:
Death's Head (Mace of Disruption) This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. |
||||||
| ā (UC) Mask of the Beast | uncommon | CCC-GHC-BK03-02 The Girl with the wet Nose | CCC-GHC-BK03-02 The Girl with the wet Nose | Show | ||
|
Notes:
Wondrous Item, uncommon This wooden mask is shaped in the likeness of a beastās visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. |
||||||
| š¹ (C) Moon-Touched Longsword | common | BMG-DRW-OD-01 Something in the Way | Trade Log | Show | ||
|
Notes:
Weapon (longsword), Common The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. |
||||||
| ā (R) Figurine of Wondrous Power (Bronze Griffon) | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
|
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnāt enough space for the creature, the figurine doesnāt become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canāt be used again until a certain amount of time has passed, as specified in the figurineās description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canāt be used again until 5 days have passed. |
||||||
| š² Blessing of Understanding | unique | DDHC-KftGV-13 - Fire and Darkness | Show | |||
| ā (L/AT) Whelm | legendary | Trade Log | Show | |||
|
Notes:
Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. |
||||||
| š¹ (L/AT) Ring of Invisibility | legendary | Assign Service Reward | Show | |||
|
Notes:
Ring, Legendary (Requires Attunement) While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again. |
||||||
| ā (R/AT) Amulet of Health | rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Rare (Requires Attunement) 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. |
||||||
| š¹ (L/AT) Blood Fury Tattoo | legendary | Trade Log | Show | |||
|
Notes:
Legendary Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. 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. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: * When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. * When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. |
||||||
| š¹ (UC) Insignia of Claws | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
||||||
| š¹ (VR) Wraps of Unarmed Prowess +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Very Rare While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +3 bonus to the attack and damage rolls of your unarmed strikes. |
||||||
| š¹ (VR) Wraps of Unarmed Power +3 | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous Item, Very Rare While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
||||||