Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Spellwrought Tattoo (Cantrip): Spare the Dying common SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid Show
Notes:

Wondrous item (tattoo)
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.

Unbreakable Arrow common DDAL 10-00 Ice Road Trackersca Show
Notes:

Weapon (arrow)
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.

This arrow can’t be broken, except when it is within an antimagic field.

Orb of Time common WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft) Show
Notes:

Wondrous item,

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.

Cloak of Many Fashions (Forest Green) common BMG-DRW-OD-02 Something Wicked Show
Notes:

Wondrous Item,
This cloak is a leather capelet colored a dark forest green.
When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become.
At the end of the cloak’s transformation sequence, the wearer drifts back to the ground.

While wearing this cloak, you can use a bonus actionto 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.

Moon-Touched Sword common BMG-DRW-OD-01 Something in the Way Show
Notes:

Weapon (longsword),

The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Ersatz Eye common DDAL 10-00 Ice Road Trackersca Show
Notes:

Wondrous item,
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.

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

Wondrous item,

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.

Smoldering Armor common DDAL 10-00 Ice Road Trackersca Show
Notes:

Armor (studded leather),

This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.

Staff of Adornment common SJ-DC-MONSTER-01 Phoenix Show
Notes:

Staff, weapon, common

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors

Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

Boots of False Tracks common DDAL 10-00 Ice Road Trackersca Show
Notes:

Wondrous item,
These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems.

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

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

Wondrous item

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
Heward's Handy Spice Pouch common SJ-DC-RTR-09 Trumps, Trades and Tricks Show
Notes:

Wondrous Item,

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Minor Property: Language

The bearer can speak and understand Elvish while the item is on the bearer's person.

Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.

Pole of Collapsing common SJ-DC-RTR-08 Healing the Dead Show
Notes:

Wondrous Item,

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Minor Property: Unbreakable

The item can't be broken. Special means must be used to destroy it.

Shield +1 uncommon Magic Item for Reaching Level 5 Show
Notes:

Armor (shield),

While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.

Dust of Disappearance uncommon SJ-DC-RTR-03 Need for Seat Show
Notes:

Wondrous item,

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Invisible:

An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.

Spell Scroll: Intellect Fortress uncommon SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em Show
Notes:

Scroll, (consumable)

3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Classes: Artificer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Bard, Sorcerer, Warlock, Wizard

Cloak of the Manta Ray uncommon Trade Log Show
Notes:

Wondrous item, minor tier While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. Wearing the goggles increases its range by 60 feet. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.

Chain Mail +1 rare Trade Log Show
Notes:

Type: Heavy, Armor; Cost: 75gp, Weight: 55lb., Stealth: Disadvantage; Strength: 13 Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Bulletproof Vest (+1 Breastplate) rare Trade Log Show
Notes:

Armour (Medium)

You have a +1 bonus to AC while wearing this breastplate.
Strange Material. This armour is composed of ceramic
plates and a weave of synthetic aramid fibers, rather than
leather and metal.
A black tactical vest meant to block ballistic fire. A removable patch on the back reads "SUNCORP SECURITY".

This item can be found in the Dungeon Master's Guide (DMG).