Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Ghost Step Tattoo (Language: Deep Speech) very_rare SJ-DC-Death Defiance of Dairy Show
Notes:

Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.

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.

Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You can’t be grappled or restrained.

You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled.

This Item can be found in Tasha’s Cauldron of Everything.

While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind

☐ (VR/AT) Ring of Shooting Stars very_rare Trade Log Show
☐ (VR/AT) Animated Shield very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Shield (shield), very rare (requires attunement)

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

☐ (VR) Dwarven Half Plate very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Half Plate, very rare

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

☐ (R) Wraps of Unarmed Power +3 very_rare DDHC-CM-16 Alkazar's Apendix 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.

☐ (VR/AT) Wand of Polymorph very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wand, very rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

☐ (VR/AT) Energy Longbow very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Longbow, very rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min) very_rare DDHC-CM-16 Alkazar's Apendix Show
Notes:

Wondrous item, very rare (requires attunement)

This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard)

Ioun Stone (Insight) very_rare DDEP3 Blood Above, Blood Below Show
Notes:

Wondrous Item, very rare (requires attunement)

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things.

☐ (L/AT) Crystal Ball of True Seeing legendary DDHC-CM The Canopic Being Show
Notes:

Wondrous item, legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.

While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.

🏲 Blessing of Protection unique DDHC-TYP - White Plume Mountain Show