Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Health
rare
CCC-SFBAY-02-02 Rise of the Ogre King
Trade Log
Show
Notes:
Amulet of Health
Wonderous Item, Rare (Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.
Boots of Striding and Springinge
uncommon
DDHC-TYP - White Plume Mountain
Trade Log
Show
Notes:
Boots of Striding and Springinge
Wondrous item, uncommon (requires attunement)
While you wear thes boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining Movement would allow.
Bracers of Defense
rare
DDAL00-02C Spawn of the Maimed Virulence
Trade Log
Show
Notes:
Bracers of Defense
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Cloak of Protection
uncommon
WBW-DC-ROOK-1-3
WBW-DC-ROOK-1-3
Show
Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and Saving Throws while you wear this cloak.
displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim.
Eldritch Claw Tattoo
uncommon
SJ-DC-RTR-03 Need for Seat
Trade Log
Show
Notes:
Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Minor Property: Key The item is used to unlock a container, chamber, vault, or other entryway.
Insignia of Claws
uncommon
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
Assignment 1. Season 12 c
Show
Notes:
Insignia of Claws
Wondrous item, uncommon
The jewels in the 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.
Instrument of Scribing
common
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
Show
Notes:
Instrument of Scribing
Wondrous item, Instrument, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you.
The message can be up to six words long and is written in a language you know.
If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness.
Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History.
Your expertise aids you in recalling lore related to your instrument.
Performance.
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune.
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical InstrumentActivity DC
Identify a tune 10
Improvise a tune 20
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
- Dieses Instrument scheint aus den Flammen der Höllen selbst gewirkt worden zu sein und wirkt stets warm auf den Spieler, klamme Finger sind mit dieser Guitarre Vergangenheit!
Manual of Bodily Health
very_rare
DM Service Awards Season 12 c
Assignment 5. Season 12 c
Show
Notes:
Manual of Bodily Health
Wondrous item, very rare
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Masquerade Tattoo
common
WBW-DC-ROOK-1-3
WBW-DC-ROOK-1-3
Show
Notes:
Masquerade Tattoo
wondrous item (tattoo), common (requires attunement), ,
Value/Weight:
Details:
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.
Moon-touched Rapier of the Dark Tongue
common
CCC-UNITE-05 House of Moonlight
CCC-UNITE-05 House of Moonlight
Show
Notes:
Moon-touched Rapier of the Dark Tongue
Weapon (rapier), common
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. The bearer of this weapon can speak and understand Undercommon.
Quarterstaff +2
rare
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
SJ-DC-AFA-02 Trust Your Guts – And Your Instincts
Show
Notes:
Quarterstaff +2
Weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic 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.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
Ring Of Animal Influence
rare
DDAL04-13 The Horseman
DDAL04-13 The Horseman
Show
Notes:
Ring Of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
• Speak with animals
This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide.
Rope of Mending
common
SJ-DC-AFA-01 The Cold Gate
SJ-DC-AFA-01 The Cold Gate
Show
Notes:
Rope of Mending
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Minor Property: Wicked
When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
Shield +1
uncommon
DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder)
DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder)
Show
Notes:
Shield +1
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Staff of Birdcalls
common
WBW-DC-ROOK-1-4
WBW-DC-ROOK-1-4
Show
Notes:
Staff of Birdcalls
staff, weapon, common, simple weapon, melee weapon
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
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.
Talking Doll
common
Award
WBW-DC-ROOK-1-2
Show
Notes:
TALKING DOLL
Wondrous item, common (requires attunement)
This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly.
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 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.
Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench.
Veteran´s Cane
common
Award
WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery
Show
Notes:
Veteran´s Cane
Wondrous item, common
This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”.
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light
Wand of Web
uncommon
CCC-UNITE-05 House of Moonlight
CCC-UNITE-05 House of Moonlight
Show
Notes:
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.
Wrath (Battleaxe +1)
uncommon
lvl 5 Magic Item Chose
WBW-DC-ROOK-1-4
Show
Notes:
Wrath (Battleaxe +1)
Weapon, uncommon, Martial weapon, melee weapon
You have a +1 bonus to attack and damage rolls made with this magic 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.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of Health | rare | CCC-SFBAY-02-02 Rise of the Ogre King | Trade Log | Show | ||
Notes:
Amulet of Health Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. |
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Boots of Striding and Springinge | uncommon | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
Notes:
Boots of Striding and Springinge While you wear thes boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining Movement would allow. |
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Bracers of Defense | rare | DDAL00-02C Spawn of the Maimed Virulence | Trade Log | Show | ||
Notes:
Bracers of Defense Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Cloak of Protection | uncommon | WBW-DC-ROOK-1-3 | WBW-DC-ROOK-1-3 | Show | ||
Notes:
Cloak of Protection You gain a +1 bonus to AC and Saving Throws while you wear this cloak. displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim. |
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Eldritch Claw Tattoo | uncommon | SJ-DC-RTR-03 Need for Seat | Trade Log | Show | ||
Notes:
Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 Strikes: While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul: As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. Minor Property: Key The item is used to unlock a container, chamber, vault, or other entryway. |
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Insignia of Claws | uncommon | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | Assignment 1. Season 12 c | Show | ||
Notes:
Insignia of Claws The jewels in the 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. |
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Instrument of Scribing | common | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | Show | ||
Notes:
Instrument of Scribing This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Your expertise aids you in recalling lore related to your instrument. Your ability to put on a good show is improved when you incorporate an instrument into your act. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical InstrumentActivity DC Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
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Manual of Bodily Health | very_rare | DM Service Awards Season 12 c | Assignment 5. Season 12 c | Show | ||
Notes:
Manual of Bodily Health This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Masquerade Tattoo | common | WBW-DC-ROOK-1-3 | WBW-DC-ROOK-1-3 | Show | ||
Notes:
Masquerade Tattoo Value/Weight: Details: Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. |
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Moon-touched Rapier of the Dark Tongue | common | CCC-UNITE-05 House of Moonlight | CCC-UNITE-05 House of Moonlight | Show | ||
Notes:
Moon-touched Rapier of the Dark Tongue 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. The bearer of this weapon can speak and understand Undercommon. |
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Quarterstaff +2 | rare | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | SJ-DC-AFA-02 Trust Your Guts – And Your Instincts | Show | ||
Notes:
Quarterstaff +2 You have a +2 bonus to attack and damage rolls made with this magic weapon. 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. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. |
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Ring Of Animal Influence | rare | DDAL04-13 The Horseman | DDAL04-13 The Horseman | Show | ||
Notes:
Ring Of Animal Influence This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals This ring is decorated with canid and raptor symbols. The wearer feels predatory urges and desires a diet of fresh meat. This item can be found in the Dungeon Master’s Guide. |
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Rope of Mending | common | SJ-DC-AFA-01 The Cold Gate | SJ-DC-AFA-01 The Cold Gate | Show | ||
Notes:
Rope of Mending You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed. Minor Property: Wicked When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so. |
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Shield +1 | uncommon | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | DDHC00-DoIP Dragon of Icespire Peak (Circle of Thunder) | Show | ||
Notes:
Shield +1 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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Staff of Birdcalls | common | WBW-DC-ROOK-1-4 | WBW-DC-ROOK-1-4 | Show | ||
Notes:
Staff of Birdcalls This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile. |
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Talking Doll | common | Award | WBW-DC-ROOK-1-2 | Show | ||
Notes:
TALKING DOLL Wondrous item, common (requires attunement) This gingham doll is shaped like a rabbit with long soft ears and a button for a nose. Its mouth is stitched straight in not quite a smile and not quite a frown. The eyes are black glass and stare expressionlessly. 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 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. Reek. The item consistently smells like sulfur. Nothing the bearer can do, including magically, will ever get rid of the stench. |
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Veteran´s Cane | common | Award | WBW-DC-ROOK-1-1 - The Care and Maintenance of the Rookery | Show | ||
Notes:
Veteran´s Cane This walking cane is built at a slight curve. It has a handle made of carved boar tusk and the hidden blade is etched in ancient Sylvan script that reads, “To light your darkest hour”. When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical. Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light |
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Wand of Web | uncommon | CCC-UNITE-05 House of Moonlight | CCC-UNITE-05 House of Moonlight | Show | ||
Notes:
Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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. |
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Wrath (Battleaxe +1) | uncommon | lvl 5 Magic Item Chose | WBW-DC-ROOK-1-4 | Show | ||
Notes:
Wrath (Battleaxe +1) You have a +1 bonus to attack and damage rolls made with this magic 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. |