Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
šŸ² Blessing of Protection common DDHC-TYP - White Plume Mountain Show
Blue Alchemy Jug (Hot Tea) uncommon DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.

Boots of the Winterlands uncommon DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as āˆ’50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as āˆ’100 degrees Fahrenheit.

☐ (C/AT) Dark Shard Amulet common DDAL10-07 Into Darkness DDAL10-07 Into Darkness Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning ā€œbeautiful treasure.ā€ This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

šŸ—¹ (C/AT) IlluminatorĀ“s Tattoo common DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show
Notes:

Wondrous item (tattoo), common (requires attunement)

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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 Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

Censer of Controlling Air Elementals rare DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

šŸ—¹ (C) Ersatz Eye common DDAL10-00 - Ice Road Trackers DDAL10-00 - Ice Road Trackers Show
Notes:

Wondrous item, common (requires attunement)

This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

šŸ—¹ (C) Moon-Touched Sword common CCC-GHC-BK1-01 Into the Border Kingdoms Trade Log Show
Notes:

The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
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.
This item can be found in the Xanathar’s Guide to Everything.

šŸ—¹ (C) Pole of Angling common DDEP10-01 Terror in Ten Towns Trade Log Show
Notes:

Wondrous item, common

This stylish, gold-painted pole has a fabric wrap around the grip for comfort during use. Its wood stays rigid until transformed into a fishing pole, when it gains the suppleness of a masterwork fishing rod. Even while it isn’t in fishing pole form, the pole’s bearer feels phantom tugs on the end of it.

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

The pole glows faintly when within 120 feet of knucklehead trout—making an observant fisher a somewhat wealthier fisher.

šŸ—¹ (C) Smoldering Armor common DDAL10-00 - Ice Road Trackers DDAL10-00 - Ice Road Trackers Show
Notes:

Armor (studded leather), common

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Orange Alchemy Jug (Soy Sauce) uncommon DDHC-CM-11 Zikran's Xephyrean Tome Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.

In addition to the below liquids, the blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce.

(Potion) Potion of Polychromy uncommon Descent into the Lost Caverns of Tsojcanth Show
Notes:

Potion, Uncommon

When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.

The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.

šŸ—¹ (R/AT) Amulet of the Devout +2 rare Trade Log Show
Notes:

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a cleric or paladin)

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet's rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

☐ (R/AT) Armor of Vulnerability (Slashing) common DDHC-TYP - White Plume Mountain Show
šŸ—¹ (R/AT) Bloodwell Vial +2 rare Trade Log Show
Notes:

Wondrous item, rare (+2) (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

(R/AT) Bracers of Defense rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

(R/AT) Demon Skin Plate rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Armor (Any Heavy Armor), Rare (Requires Attunement)

This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.

While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.

(R/AT) Iggwilv's Horn rare Descent into the Lost Caverns of Tsojcanth Show
Notes:

Wondrous Item, Rare (Requires Attunement)

You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.

Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.

☐ (R/AT) Ring of Protection common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Spell Storing common DDHC-TYP - White Plume Mountain Show