Magic Items

Purchased Magic Items

Name Rarity Location Table ▼ Result Source
Hat of Disguise (Beacon) uncommon SJ-DC-RTR-02 The Ship Show
Notes:

Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Minor Property: 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. Spell: Disguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Orb of Time common WBW-DC-FWF Do You Know Da Wey Show
Notes:

Orb of Time

Wondrous item, common

3 lb.

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Additional Minor Property:

Compass. The wielder can use an action to learn which way is north.

+1 All-Purpose Tool uncommon WBW-DC-FWF Do You Know Da Wey Show
Notes:

+1 All-Purpose Tool

Wondrous item, uncommon (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Additional Minor Property:

Since this tool has been carved out of the Treant Key Duot'ho's own wood, it is infused with a glimpse of his power (his voice):

War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.

Bracers of Archery uncommon Tisch 1: DDEP10-01 Terror in Ten Towns - Caer Dineval (EPIC) Show
Notes:

Bracers of Archery
Wondrous item, uncommon (requires attunement)

These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

Instrument of the Bards (Doss Lute) uncommon Trade Log Show
Notes:

Instrument of the Bards (Doss Lute)
Wondrous item, uncommon (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument withot being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spell uses your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

Emerald Enclave artisans transformed the body of Shaggy Man into this musical instrument. Fungal scarring mars the lute’s soundboard and its rose is a stylized tree crown that subtly changes with the seasons: flowers blossom (spring), leaves grow (summer), fruit ripens (fall), and snow collects (winter). When goblinoids or orcs are within 120 feet, the lute plays an angry tune.

Doss Lute Spells:
Animal friendship,

fly,

invisibility,

levitate,

protection from energy (fire only),

protection from evil and good,

protection from poison

Eldritch Claw Tattoo uncommon SJ-DC-RTR-03 Need for Seat 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.

Bag of Beans (11 Beans) rare SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Wondrous item, rare Inside this heavy cloth bag are 11 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. d100 Effect 01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. 02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. 21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41-50 1d6 + 6 shriekers sprout. 51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. 61-70 A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice. 00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

Clothes of Mending common SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Wondrous item, common This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. Minor Property: Gleaming This item never gets dirty.

+1 Studded Leather Armor rare SJ-DC-RTR-05 Cold, Darkness and Fire Show
Notes:

Magical Light armor (rare magic item) Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Merkwürdig leicht und doch sich schwerer als erwartet auf eure Schultern legend: Maldrak überlässt euch als Dank seine aus Schatten gewebte Rüstung und hofft, dass sie euch genau so gut beschützt, wie ihn. Aber vielleicht müsst ihr euch erst einmal an das Flüstern gewöhnen...

Horn of Silent Alarm common SJ-DC-RTR-05 Cold, Darkness and Fire Show
Notes:

Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Minor Property: Delver While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. "Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann." - Howar Kohlenquetscher

Ring of Feather Falling rare SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid Show
Notes:

Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Minor Property: Harmonious Attuning to this item takes only 1 minute.

Spellwrought Tattoo (Cantrip): Spare the Dying common SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid Show
Notes:

Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single cantrip (Spare the Dying), wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.

Helm of Telepathy uncommon Trade Log Show
Notes:

Helm of Telepathy
Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.