Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Illuminator's Tattoo common DC-PoA Why Does It Still Flow Show
Notes:

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 piece 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.

Shield of Expression common CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
This item can be found in Xanathar’s Guide to Everything.

Periwinkle's Hat of Piracy (Hat of Wizardry) common SJ-DC-DWR-03 Red Flag of Dread Show
Notes:

Wondrous item, common (requires attunement by a wizard)

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:

You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard 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.

Wand of Web uncommon LN-1 FUZZYTAIL FARM AND THE FRIGHTFUL CANDY GOAT MASSACRE Show
Notes:

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.

Emerald Kidgloves (Gloves of Thievery) uncommon CCC-BMG-10-HILL1-1 Arrival Show
Notes:

These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.

While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation

Arcane Grimoire +1 uncommon DC-PoA Why Does It Still Flow Show
Notes:

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1

Gauntlets of Ogre Power uncommon Trade Log Show
Notes:

Requires Attunement

Your Strength score is 19 while you wear these gauntlets. They have no Effect on you if your Strength is already 19 or higher without them.

Ring of Warmth uncommon Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you have Resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
This ring sports a setting of three rubies, each cut to look like an eye. The ring grows warm when within 120 feet of a beholder or beholder-kin.

Wind Fan uncommon DDAL00-09 Minsc & Boo Show
Notes:

While holding this fan, you can use an action to cast the Gust of Wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Bag of Holding uncommon CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

Wondrous Item:
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 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.
This item can be found in the Dungeon Master’s Guide.

Staff of Withering rare DDAL 08-13 The Vampire of Skullport Show
Notes:

Staff, rare (requires attunement by a cleric, druid, or warlock)

This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. This item is found on Magic Item Table G in the Dungeon Master’s Guide.
This staff is made of human bones wrapped in mithral wire. Whenever a charge is expended your eye alight with cosmetic black flames for a round.

Ring of Evasion rare DDAL-DRW-16 Uprising Show
Notes:

Ring, Rare (Requires Attunement)

Crafted for the Red Wizards, this ring bears their symbol (eight orbs spiraling around an arcane starburst) carved into a jasper gem. The ring can only be destroyed by a moon-touched sword.

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Arcane Grimoire +2 rare Trade Log Show
Notes:

Wondrous item rare (+2) (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

The Wall of Teeth (+2 Shield) rare DDEX2-14 The Sword of the Selfaril Show
Notes:

This shield is fashioned of dull, black steel and festooned with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so.

While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Greatsword of Wounding rare DDEX2-15 Black Heart of Vengeance Show
Notes:

Hit Points lost to this weapon’s damage can be regained only through a short or Long Rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

This sword’s blade is serrated along the back edge with a single, deep fuller running the length of its blade, bifurcating the point. The sharkskin-wrapped hilt ends in a pommel fashioned of a large, unfinished gemstone. This sword, however, has a tragic history. Anyone familiar with Aleyd Burral and her fall from grace recognizes the weapon and treat the wielder with suspicion.

Chardalyn Breastplate (Armor of Necrotic Resistance) rare Trade Log Show
Notes:

This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold.

You have resistance to necrotic damage while you wear this armor

Ring of Acid Resistance rare DDHC-CM Alkazaar's Appendix Show
Notes:

Ring of Acid Resistance Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring.

Ring of Protection rare DDHC-CM Alkazaar's Appendix Show
Notes:

Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.

Wand of Fear rare DDHC-CM Alkazaar's Appendix Show
Notes:

Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It 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. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Horn of Blasting rare DDHC-CM Alkazaar's Appendix Show
Notes:

Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.