Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ (R/AT) Staff of the Rooted Hills rare Assign Service Reward Show
Notes:

Staff, weapon, rare (requires attunement)

The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.

The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the start of your next turn.

Invoking the Rune. As an action, you can invoke the staff's rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can't be invoked again until the next dawn.

☐ (R/AT) Wayfarer's Boots rare Assign Service Reward Show
Notes:

Wondrous item, rare (requires attunement)

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks.

Invoking the Runes. As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn.

☐ (VR/AT) Plate Armor of Safeguarding very_rare Assign Service Reward Show
Notes:

Plate Armor, very rare (requires attunement)

Set in the center of this armor's chest is a citrine engraved with the shield rune.

While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.

Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn.

☐ (UC) Googles of the Night common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Protection common DDHC-TYP - White Plume Mountain Show
🏲 Blessing of Protection common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Spell Storing common DDHC-TYP - White Plume Mountain Show
🗹 (R/AT) Canaith mandolin (Instrument of the Bards) rare DDHC-TYP - White Plume Mountain Show
Notes:

Wondrous item, rarity varies (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Canaith mandolin Rare Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)

☐ (R/AT) "Velahr´Kerym" (Flame Tongue Longsword) rare Trade Log Show
Notes:

Weapon, rare (requires attunement)

This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.

You can use a Bonus Action to speak this magic sword’s Command word, causing flames to erupt from the blade.

These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.

The flames last until you use a Bonus Action to speak the Command word again or until you drop or sheathe the sword.

☐ (R) Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) rare SJ-DC-ROTU-00 Recesses of the Unknown, Prologue 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 isn’t enough space for the creature, the figurine doesn’t 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 can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.

🗹 (C) Horn of Silent Alarm (Guardian) common SJ-DC-ROTU-01 Recesses of the Unknown Show
Notes:

Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ (R/AT) Astromancy Archive (Guardian) rare SJ-DC-ROTU-01 Recesses of the Unknown Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)
The blood red orb pulses and whispers slurping tentacle noises in the bearer’s mind when it senses danger, granting +2 initiative.

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.

This item is found in the Tasha’s Cauldron of Everything

🗹 (UC/AT) Chardalyn Earring (Headband of Intellect) uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.

Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.

☐ (R/AT) Wand of Fireballs (Temperate) rare SJ-DC-ROTU-02 Prelude to Finality Show
Notes:

Wand, rare (requires attunement by a Spellcaster)

This beautiful wand with purple eldritch sigil carved onto its body is a wand of fireball with temperate minor property.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

This item is found in the Basic Rules, pg. 210.

(C/AT) Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property) common SJ-DC-ROTU-04 Declaration of War Show
Notes:

Tattoo Depicting the Lich Queen (Masquerade Tattoo with War Leader Property)

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.

This item is found in the Tasha’s Cauldron of Everything, pg. 131.

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

The tattoo depicts Vlaakith CLVII, the Lich Queen portrait.
The bearer of the tattoo feels immense strength rising from their throat whenever they are about to make any epic declaration of speech.

(VR/AT) Staff of Striking very_rare SJ-DC-ROTU-05 Return of the Unknown I Show
(C) Staff of Adornment common SJ-DC-ROTU-05 Return of the Unknown I Show
🗹 (VR) Tome of Leadership and Influence very_rare Assign Service Reward Show
Notes:

Wondrous item, very rare

This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

🗹 (VR/AT) Carpet of Flying (4x6ft.) very_rare Trade Log Show
☐ (R) Chain Mail +1 common Trade Log Show