Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Winged Cuffs (Boots) uncommon DDEX02-10 Cloaks and Shadows DDEX02-10 Cloaks and Shadows Show
Notes:

Winged Cuffs (Boots)
Wondrous item, uncommon (requires attunement)

While wearing these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration.

If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Wingwear uncommon DDEX02-10 Cloaks and Shadows DDEX02-10 Cloaks and Shadows Show
Notes:

Wingwear
Wondrous item, uncommon (requires attunement)

This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has a maximum of 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your altitude drops by 5 feet.

Your altitude drops instantly to 0 feet at the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0 feet, you land (or fall), and you must expend another charge to use the suit again. The suit regains all of its expended charges after spending at least 1 hour in an elemental air node

Heward's Handy Haversack rare DDHC-JRC-02 Written in Blood DDHC-JRC-02 Written in Blood Show
Notes:

Heward's Handy Haversack
Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Ring of Jumping uncommon DDHC-JRC-03 The Fiend of the Hollow Mine DDHC-JRC-03 The Fiend of the Hollow Mine Show
Notes:

Ring of Jumping
Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Periapt of Health uncommon DDHC-JRC-03 The Fiend of the Hollow Mine DDHC-JRC-03 The Fiend of the Hollow Mine Show
Notes:

Periapt of Health
Wondrous item, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Chultan Midwinter Candle (Candle of the Deep) common DDAL00-04 Winter's Flame DDAL00-04 Winter's Flame Show
Notes:

Chultan Midwinter Candle (Candle of the Deep)
Wondrous item, common

A product of a pain-staking enchantment, the candle acts as an anchor for the delicate and fickle spark of an enchanted flame. As it burns it emits a slight citrus scent, not unlike that of a pembelon. It cannot be extinguished unless it is clipped from the wick and gives light and heat as a normal candle would.

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Illuminator´s Tattoo common DDAL10-01 The Frozen North Trade Log Show
Notes:

Illuminator´s Tattoo
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.