Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Eyes of the Eagle
uncommon
DDAL09-02 Stopped at the Gate
DDAL09-02 Stopped at the Gate
Show
Notes:
Eyes of the Eagle
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide.
These goggles are made of leather and have lenses
of dark red crystal. Their frame is emblazoned with the emblem of the Hellriders: a horse’s head superimposed upon a sunburst. Additionally, when looking through these goggles, tiny illusory flames can be seen dancing around the edges of the lenses when within 120 feet of a demon.
Broonch of Shielding
uncommon
DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
Show
Notes:
Broonch of Shielding
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage
from the magic missile spell. This item can be found in the Dungeon Master’s Guide.
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
Ring of Swimming
uncommon
DDAL05-06 Beneath the Fetid Chelimer
DDAL05-06 Beneath the Fetid Chelimer
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a Swimming speed of 40 feet while wearing this ring.
This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger.
Shatterspike
uncommon
DDHC-TYP Tales from the Yawning Portal - The Sunless Citadel
Trade Log
Show
Notes:
Shatterspike
Weapon (longsword), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.
Shatterspike can’t be used to destroy magic items, unless the item itself specifically provides an AC, hit points, etc. in its description.
Periapt of Health
uncommon
DDAL09-04 Day of the Devil
DDAL09-04 Day of the Devil
Show
Notes:
Periapt of Health
Wondrous Item, uncommon
This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, 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. This item can be found in the Dungeon Master’s Guide.
Soul Coin
uncommon
DDAL09-04 Day of the Devil
DDAL09-04 Day of the Devil
Show
Notes:
Soul Coin
Wondrous item, uncommon
Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs 1-third of a pound and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
• Drain Life. You siphon away some of the soul’s essence
and gain 1d10 temporary hit points.
• Query. You telepathically ask the soul a question and
receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Freeing a Soul. Casting a spell that removes a curse
on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace. Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Sentinel Shield
uncommon
DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws
Trade Log
Show
Notes:
Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Ring Of Jumping
uncommon
DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
Show
Notes:
Ring Of Jumping
Ring, uncommon, Requires Attunement
This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away.
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.
Ring of Jumping
uncommon
DDHC-KftGV Reach for the Stars
DDHC-KftGV Reach for the Stars
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.
Wand of Magic Missiles
uncommon
DDHC-KftGV Reach for the Stars
DDHC-KftGV Reach for the Stars
Show
Notes:
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Bloodrage Greataxe
uncommon
DDHC-KftGV Reach for the Stars
DDHC-KftGV Reach for the Stars
Show
Notes:
Bloodrage Greataxe
Weapon (Greataxe), Uncommon
You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
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.
Living Veil Choker (Clothes of Mending)
common
Fr-DC-BftD: Jorlan, The Cursed
Fr-DC-BftD: Jorlan, The Cursed
Show
Notes:
Living Veil Choker (Clothes of Mending)
Wondrous Item, common
Appearance
This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light.
The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles.
There is no visible clasp.
Yet the choker always sits exactly where it should.
Material
The choker is composed of a strange, living-derived substance, bound into a stable ornamental form.
It carries a constant soft red–rose–violet shimmer, regardless of lighting
Its surface feels cool, smooth, and faintly responsive, like skin that is not entirely inert
A subtle, almost pleasant sweet scent lingers around it
Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather.
Behavior
When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times.
Over time, the choker subtly alters its appearance:
the filigree shifts in fine detail
the glow of the central gem deepens or softens
chains and decorative elements rearrange themselves slightly
These changes occur without command, as if the item simply reshapes itself according to unseen preferences.
Living Core
Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure.
This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer.
The process is subtle, continuous, and difficult to perceive without careful observation.
To most, this is simply an unusual quality of its material.
Properties
This item functions as Clothes of Mending:
The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections.
Any portion that is completely destroyed cannot be restored in this way.
Metamorphic
The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function.
These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object.
Strange Material
The choker is made from a material that behaves unlike conventional metal, cloth, or leather.
Though its internal nature appears fluid and adaptive, its durability and function remain unaffected.
Extended Forms
More refined versions of the Living Veil Choker are known to extend beyond a simple collar.
In such cases, the material may:
spread across the upper body
form seamless, form-fitting garments
create the appearance of layered attire without visible stitching
Even in these expanded states, it remains categorized as clothing, not armor.
Subtle Presence
The choker maintains constant, perfect contact with the wearer.
It:
never feels loose
never shifts unintentionally
adjusts naturally to movement and posture
At times, it may seem to respond faintly to warmth, motion, or emotional tension.
It does not resist.
But it is never entirely passive.
In-World Perception
To most observers, this is:
An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable.
To those who study it more closely:
The material does not behave like something made.
It behaves like something that has learned to remain in form.
Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt)
🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
uncommon
Fr-DC-BftD: Jorlan, The Cursed
Fr-DC-BftD: Jorlan, The Cursed
Show
Notes:
🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo)
Wondrous Item (tattoo), uncommon (requires attunement)
Appearance
Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist.
Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken.
Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen.
Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien:
leicht rötlich
violett schimmernd
oder in den Farben des Hauses, dem der Träger gehört
Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist.
Living Ownership Sigil
Das Zeichen ist nicht statisch.
Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen.
Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat.
Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz.
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 ink that becomes the tattoo, which appears on your 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, as shadowy, silk-like extensions lash out from your body toward distant targets.
In addition, your melee attacks deal an extra 1d6 force damage on a hit.
Once this bonus action has been used, it can’t be used again until the next dawn.
Minor Property: Painful (Bound Reprisal)
You experience a harmless flash of pain when using the item.
However, this pain is not constant.
Instead, the tattoo reacts to disobedience.
Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines:
the recognized owner of the mark, or
the house, faction, or authority the sigil currently represents
the tattoo flares violently.
This manifests as:
a sharp, burning pain beneath the skin
a brief surge of heat radiating from the mark
the sigil glowing intensely for a moment
This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed.
At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify.
Curse: Brand of Ownership
The tattoo binds more than flesh—it enforces recognition.
While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership.
This manifests as a subtle but persistent psychological pressure:
a sense of being observed or claimed
an instinctive hesitation before acting against the bearer of the sigil
a lingering awareness of your place within a hierarchy not of your choosing
When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling.
The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Eyes of the Eagle | uncommon | DDAL09-02 Stopped at the Gate | DDAL09-02 Stopped at the Gate | Show | ||
|
Notes:
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This item can be found in the Dungeon Master’s Guide. These goggles are made of leather and have lenses |
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| Broonch of Shielding | uncommon | DDAL05-03 Uninvited Guests | DDAL05-03 Uninvited Guests | Show | ||
|
Notes:
Broonch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. |
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| Ring of Swimming | uncommon | DDAL05-06 Beneath the Fetid Chelimer | DDAL05-06 Beneath the Fetid Chelimer | Show | ||
|
Notes:
Ring of Swimming You have a Swimming speed of 40 feet while wearing this ring. This ring is made of a single piece of cartilage carved to look like the open jaws of a shark closing around the wearer’s finger. |
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| Shatterspike | uncommon | DDHC-TYP Tales from the Yawning Portal - The Sunless Citadel | Trade Log | Show | ||
|
Notes:
Shatterspike You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon. Shatterspike can’t be used to destroy magic items, unless the item itself specifically provides an AC, hit points, etc. in its description. |
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| Periapt of Health | uncommon | DDAL09-04 Day of the Devil | DDAL09-04 Day of the Devil | Show | ||
|
Notes:
Periapt of Health This charm consists of an irregularly shaped emerald hanging from a thick silver chain. While wearing it, 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. This item can be found in the Dungeon Master’s Guide. |
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| Soul Coin | uncommon | DDAL09-04 Day of the Devil | DDAL09-04 Day of the Devil | Show | ||
|
Notes:
Soul Coin |
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| Sentinel Shield | uncommon | DDAL-DRW-INT - Red Seeds - 02 Watchers of the Trollclaws | Trade Log | Show | ||
|
Notes:
Sentinel Shield While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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| Ring Of Jumping | uncommon | DDAL05-10 Giant Diplomacy | DDAL05-10 Giant Diplomacy | Show | ||
|
Notes:
Ring Of Jumping This ring is made of interlocking pieces of animal chitin. When activated, it creates a loud, chirping sound; similar to that of a cricket that can be heard 100 feet away. 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. |
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| Ring of Jumping | uncommon | DDHC-KftGV Reach for the Stars | DDHC-KftGV Reach for the Stars | Show | ||
|
Notes:
Ring of Jumping 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. |
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| Wand of Magic Missiles | uncommon | DDHC-KftGV Reach for the Stars | DDHC-KftGV Reach for the Stars | Show | ||
|
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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| Bloodrage Greataxe | uncommon | DDHC-KftGV Reach for the Stars | DDHC-KftGV Reach for the Stars | Show | ||
|
Notes:
Bloodrage Greataxe You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. |
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| Wingwear | uncommon | DDEX02-10 Cloaks and Shadows | DDEX02-10 Cloaks and Shadows | Show | ||
|
Notes:
Wingwear 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. |
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| Living Veil Choker (Clothes of Mending) | common | Fr-DC-BftD: Jorlan, The Cursed | Fr-DC-BftD: Jorlan, The Cursed | Show | ||
|
Notes:
Living Veil Choker (Clothes of Mending) Appearance This elegant choker appears to be a finely crafted piece of Underdark adornment, formed from dark silver filigree that curves in organic, flowing lines around a softly glowing central gem. Delicate chains and ornamental elements hang with perfect balance, catching even the faintest light. The inner band, however, is seamless and faintly translucent, as though made from an impossibly smooth fabric stretched over something fluid beneath. Subtle hues of rose, violet, and muted crimson drift within its structure, shifting almost imperceptibly when viewed from different angles. There is no visible clasp. Yet the choker always sits exactly where it should. The choker is composed of a strange, living-derived substance, bound into a stable ornamental form. It carries a constant soft red–rose–violet shimmer, regardless of lighting Despite its unusual nature, the material is resilient and holds its shape as reliably as crafted metal or fine leather. When worn, the choker settles into place with quiet precision, adjusting itself to the wearer’s form without visible effort. It neither tightens nor slips, but remains perfectly fitted at all times. Over time, the choker subtly alters its appearance: the filigree shifts in fine detail These changes occur without command, as if the item simply reshapes itself according to unseen preferences. Beneath its refined exterior, the choker houses a bound, semi-liquid core that remains stable within its structure. This core is capable of absorbing external substances introduced to it in small amounts. When fed in this way, the material gradually integrates the substance and, over time, releases it again in controlled traces through direct contact with the wearer. The process is subtle, continuous, and difficult to perceive without careful observation. To most, this is simply an unusual quality of its material. This item functions as Clothes of Mending: The choker continuously repairs minor damage to itself, restoring wear, scratches, and structural imperfections. Metamorphic The item periodically alters its appearance in slight ways. You have no control over these changes, which have no effect on its function. These alterations always remain within the form of refined attire. The choker may shift its design, ornamentation, or structure, but never becomes armor or a non-clothing object. The choker is made from a material that behaves unlike conventional metal, cloth, or leather. Though its internal nature appears fluid and adaptive, its durability and function remain unaffected. More refined versions of the Living Veil Choker are known to extend beyond a simple collar. In such cases, the material may: spread across the upper body Even in these expanded states, it remains categorized as clothing, not armor. The choker maintains constant, perfect contact with the wearer. It: never feels loose At times, it may seem to respond faintly to warmth, motion, or emotional tension. It does not resist. But it is never entirely passive. To most observers, this is: An exquisite and exotic piece of Underdark craftsmanship—rare, refined, and highly desirable. To those who study it more closely: The material does not behave like something made. Commword for Appearance Chanches: "Little Vixen" (bei Far´s Choker - Elvisher Drow dialekt) |
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| 🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) | uncommon | Fr-DC-BftD: Jorlan, The Cursed | Fr-DC-BftD: Jorlan, The Cursed | Show | ||
|
Notes:
🕷️ Sigil of the Bound Flesh (Eldritch Claw Tattoo) Appearance Dieses Tattoo manifestiert sich im hohen Nacken, direkt an der Grenze zwischen Hals und oberer Wirbelsäule – an einer Stelle, die der Träger selbst kaum sehen kann, die aber für andere aus bestimmten Blickwinkeln sichtbar ist. Das Zeichen ist klein und präzise, etwa von der Größe einer großen Murmel bis hin zu einem kleinen Amulett – deutlich erkennbar, aber weit entfernt davon, dominant zu wirken. Im Gegensatz zu gewöhnlichen Tätowierungen wirkt das Sigil nicht wie Tinte unter der Haut, sondern wie ein magisch eingebranntes Zeichen. Die Linien erscheinen als feine, leicht glühende Verfärbung der Haut, als wäre das Symbol einst eingebrannt worden – jedoch ohne Narben oder tatsächliche Verletzung. Je nach Licht wirken die Linien: leicht rötlich Das Leuchten ist normalerweise schwach, fast unauffällig, kann jedoch kurz intensiver aufflammen – besonders bei emotionaler Anspannung oder wenn die Magie des Tattoos aktiv ist. Living Ownership Sigil Das Zeichen ist nicht statisch. Wenn sich der Besitzanspruch über den Träger ändert, beginnt das Sigil sich langsam unter der Haut zu verschieben, als würde die Magie selbst die Form neu zeichnen. Farben verlaufen ineinander, Linien verblassen und entstehen neu, bis das Zeichen schließlich das Sigil des neuen Besitzers oder Hauses angenommen hat. Während dieser Veränderung fühlt sich das Tattoo an wie ein erneutes, langsames Einbrennen, begleitet von einem dumpfen, ziehenden Schmerz. 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 ink that becomes the tattoo, which appears on your 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, as shadowy, silk-like extensions lash out from your body toward distant targets. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once this bonus action has been used, it can’t be used again until the next dawn. Minor Property: Painful (Bound Reprisal) You experience a harmless flash of pain when using the item. However, this pain is not constant. Instead, the tattoo reacts to disobedience. Whenever you take an action that directly opposes, harms, deceives, or meaningfully undermines: the recognized owner of the mark, or the tattoo flares violently. This manifests as: a sharp, burning pain beneath the skin This pain has no mechanical penalty, but it is immediate, unmistakable, and cannot be suppressed. At the DM’s discretion, particularly severe acts of defiance may cause the pain to linger for several moments or intensify. Curse: Brand of Ownership The tattoo binds more than flesh—it enforces recognition. While attuned to this item, you are always aware—consciously or not—that the mark signifies ownership. This manifests as a subtle but persistent psychological pressure: a sense of being observed or claimed When the ownership of the mark changes, you feel a sudden, invasive shift—like something inside you being re-aligned. The sensation is brief but deeply unsettling. The curse cannot be removed by remove curse. Ending attunement suppresses the tattoo’s magic, but the memory of the sensation lingers. |
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