Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Stone of good luck uncommon Quest Reward DDHC-MORD-04 PUDDING FAIRE Show
Notes:

Wondrous Item, Uncommon, Requires Attunement

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

This palm-sized stone is cool to the touch and carved into
the likeness of a beaming halfling face. While you hold
the stone, you gain advantage on Charisma (Persuasion)
checks made against good-aligned halflings.

Korama no Sohei unique Quest Reward Magic Items on Person Show
Notes:

Characters who have served in the defense of Korama are given the chance to make a Greater Fey Pact with Yoshi, who now uses their full name of Yoshitsune, the true Lord of Korama. Unlocking this Pact requires the characters to have successfully completed the Ring the Spirit Bell, Recruit the Yokai, and Sealing the Rift objectives in Part II.
Any who accept this pact are offered a copy of Korama-monogatari, the book chronicling the founding of the domain and suddenly containing extra pages detailing the character’s own defense of the domain this day. The book functions as a Tome of Understanding, and is only available to those who swear fealty to the archfey in addition to completing the required objectives in session. Characters are free to reject this offer with no consequence, but those who do accept are warned that as Korama is a temple, characters are expected to show proper veneration to not only Korama, but to any temples they might encounter in the future. If a character willfully desecrates a temple or monastery, this pact will be rendered broken, and the copy of Korama-monogatari will be rendered blank, its text replaced with the word “Betrayer.” Remove any benefit gained from this tome should that happen.

+2 Wisdom

"Guardian" Guardian Emblem uncommon Bardenlager SJ-DC-YZ- 01 - 02 Emergency Call Show
Notes:

Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.

Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Purchasing some equippment common Purchase Log Show
Cloak of Many Fashions common Korama Monogatari Show
Notes:

Wondrous item

While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their magical Properties.

Silver Horn of Valhalla rare Korama Monogatari Show
Notes:

Wondrous item

You can use an Action to blow this horn. In response, Warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the Berserker Statistics from the Monster Manual. They Return to Ysgard after 1 hour or when they drop to 0 Hit Points. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned berserkers Attack you. If you meet the requirement, they are friendly to you and your Companions and follow your commands.

This is a silver horn; thus it summons 2d4+2 berserkers and possesses no additional requirement for its use.

Rüstung des schwarzen todes rare SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

Studded Leather Armor +1

This Studded Leather Armor is made from black Leather and harmless metal spikes.

You have a +1 bonus to AC while wearing this armor.

Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Deck of Illusions uncommon SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.

(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

Spellwrought Tattoo (Guidance) common SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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.

Pocket Watch (Talking Doll) common SJ-DC-YZ – 02 – 01 – Where the path may lead us Show
Notes:

Wondrous item (requires attunement)

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.

The pocket watch may say one of the following sentences:

Roll 1d8

1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.

Eladrin's Vestments (Elven Chain) rare Korama Monogatari Show
Notes:

Armor chain shirt
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack Proficiency with Medium Armor.
Temperate: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Sojobo's Big Stick (Verteran's Cane) common Korama Monogatari Show
Notes:

Wondrous item

When you grasp this walking cane and use a bonus action to speak the command word (banzai), it transforms into an ordinary longsword and ceases to be magical.
Guardian: This item whispers warnings to its bearer, granting a +2 bonus to initiative rolls)

Talon´s Hood (Sentinel Hat of Vermin) common WBW-DC-VMT-02 Court of the Owl King Show
Notes:

Wondrous Item

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it.

The red Death (Guardian Boots of Speed) rare WBW-DC-VMT-02 Court of the Owl King Show
Notes:

Wondrous Item, (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:

Flavour Text:

• “No one can outrun pain.”

• “A dark path to run…”

• I was the fastest fey alive…”

• “It’s impossible to be everywhere at once.”

• “You can’t turn back the clock.”

Elemental Essence Shard rare Fire Thieves Show
Notes:

Wondrous item, (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Air: You can immediately fly up to 60 feet without provoking opportunity attacks.

Guardian: The item whispers warnings to its bearer,
granting a +2 bonus to initiative
if the bearer isn't incapacitated.

This item can be found in Tasha's Cauldron of Everything (TCE).

A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape.

NOOT SUIT (FISH SUIT) very_rare SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.

This item is found in the Astral Adventurer’s Guide.

Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.

The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

FARENOR’S CLOAK OF MANY FASHIONS common SJ-DC-DWR-02 LAST FLIGHT OF THE ORCA Show
Notes:

Wondrous Item
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

This item is found in Xanathar’s Guide to Everything.

Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.

Bag of Beans rare Trade Log Show
Notes:

Wondrous item

½ lb.

Inside this heavy cloth bag are 3d4 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.

11uses

Eldritch Claw Tattoo uncommon Trade Log Show
Notes:

Wondrous item (tattoo), (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.

Flame Tongue (Shortsword) rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

Weapon (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Feature: This sword is forged from glistening obsidian.