Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Ghost Step Tattoo (Language: Deep Speech) very_rare SJ-DC-Death In Defiance of Dairy SJ-DC-Death In Defiance of Dairy Show
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Ghost Step Tattoo (Language: Deep Speech)
Wondrous item (tattoo), very rare (requires attunement)

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

Dirty Doll (Talking Doll) common SJ-DC-AMAK-04: Starlight's Lament SJ-DC-AMAK-04: Starlight's Lament Show
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Dirty Doll (Talking Doll)
Wondrous Item, common (requires attunement)

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Astromancy Archive rare SJ-DC-AMAK-04: Starlight's Lament SJ-DC-AMAK-04: Starlight's Lament Show
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Astromancy Archive
Wondrous Item, rare (requires attunement by a wizard)

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.

Tankard of Sobreity common SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
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Tankard of Sobreity
Wondrous Item, common

This tankard 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 tankard has no effect on magical liquids or harmful substances such as poison.

Muttering Morningstar rare SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
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Muttering Morningstar
weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

Ebony Fly Figurine of Wondrous Power rare SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out Show
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Ebony Fly Figurine of Wondrous Power
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 (Rare). 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.

Cloak of Many Fashions common SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out Show
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Cloak of Many Fashions
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.

Bag of Holding uncommon lvl 5 Magic Item Chose CCC-SRCC 01-03 The Altar of the Smoldering Eye Show
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Bag of Holding
Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Tasha’s Creeping Keelboat very_rare Descent into the Lost Caverns of Tsojcanth Descent into the Lost Caverns of Tsojcanth Show
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Tasha’s Creeping Keelboat
Wondrous Item, very rare (requires attunement)

This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Eyes of Minute Seeing uncommon Descent into the Lost Caverns of Tsojcanth Descent into the Lost Caverns of Tsojcanth Show
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Eyes of Minute Seeing
Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Bracers of Defense rare Descent into the Lost Caverns of Tsojcanth Descent into the Lost Caverns of Tsojcanth Show
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Bracers of Defense
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.

Folding Boat rare Descent into the Lost Caverns of Tsojcanth Descent into the Lost Caverns of Tsojcanth Show
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Folding Boat
Wondrous item, rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Ring of Protection rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 1 Show
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Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

Runensinger (Greatsword +2) rare DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 2 Show
Notes:

Runensinger (Greatsword +2)
Weapon (greatsword), rare

The greatsword has a long blade covered in runes that begin to glow an icy blue when the sword is unsheathed. The broad blade is decorated with Giand runes and the handle is wrapped in basilisk skin, the fangs of winter wolves form the guard. A large gemstone with runic script pulsates in the middle of the crossguard.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Stone of Good Luck uncommon DDHC-TYP - White Plume Mountain DDHC-TYP - White Plume Mountain Part 2 Show
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Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Robe of Useful Items uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
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Robe of Useful Items
Wondrous item, uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:

Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.

1x Silver coffer (1 foot long, 6 inches wide and deep)
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
1x 10 gems worth 100 gp each
1x Wooden ladder (24 feet long)
1x A riding horse with saddle bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
1x 4 potions of healing
1x Rowboat (12 feet long)
1x Spell scroll containing one spell of 1st to 3rd level
1x 2 mastiffs
1x Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
1x Portable ram

Gloves Of Thievery uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
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Gloves Of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Warhammer +1 uncommon DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
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Warhammer +1
Melee weapon (martial, warhammer), uncommon

Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”

You have a +1 bonus to attack and damage rolls made with this weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Waythe (T4 Lockt) legendary DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
Notes:

Waythe
Weapon (greatsword), legendary (requires attunement)
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.

Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.

Belt of Fire Giant Strength very_rare DDHC-TYP-6 - Against the Giants - The Steading DDHC-TYP-6 - Against the Giants - The Steading Show
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Belt of Fire Giant Strength
Wondrous item, very rare (requires attunement)

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.