Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Whip of Warning
uncommon
DDAL04-2 The Beast
Show
Notes:
Weapon (whip), uncommon (requires attunement)
This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Damage: 1d4
Damage Type: Slashing
Properties: Finesse, Reach
Weight: 3

Spellwrought Tattoo of (Haste)
uncommon
SJ-DC-PHP-FLN01-03 Unsworn Oath
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item (tattoo), Uncommon
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.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Spellwrought Tattoo
Spell Level Rarity Spellcasting Ability Modifier Save DC Attack Bonus
Cantrip Common +3 13 +5
1st Common +3 13 +5
2nd Uncommon +3 13 +5
3rd Uncommon +4 15 +7
4th Rare +4 15 +7
5th Rare +5 17 +9
Maercryshal Shard (Guardian Emblem)
uncommon
SJ-DC-PHP-FLN01-03 Unsworn Oath
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.
The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute.
Goggles of Night
uncommon
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Goggles of Night
wondrous item, uncommon
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.

Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Moon Sickle +1
uncommon
Levelup
Show
Notes:
Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Damage: 1d4+1
Damage Type: Slashing
Properties: Light
Weight: 2
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Whip of Warning | uncommon | DDAL04-2 The Beast | Show | |||
Notes:
Weapon (whip), uncommon (requires attunement) This whip is fashioned from a length of rotting, thorn-covered vine set into a handle made of an unusual purple wood. The pommel is a large chunk of unpolished amber with a moving eyeball trapped within. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Damage: 1d4 |
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Spellwrought Tattoo of (Haste) | uncommon | SJ-DC-PHP-FLN01-03 Unsworn Oath | Show | |||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item (tattoo), Uncommon 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. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. Spellwrought Tattoo |
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Maercryshal Shard (Guardian Emblem) | uncommon | SJ-DC-PHP-FLN01-03 Unsworn Oath | 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. The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used. In addition, this guardian emblem has the Harmonious minor property. Attuning to this item takes only 1 minute. |
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Goggles of Night | uncommon | DDHC-CM A Deep and Creeping Darkness | Show | |||
Notes:
Goggles of Night 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. |
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Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | Show | |||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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Moon Sickle +1 | uncommon | Levelup | Show | |||
Notes:
Moon Sickle +1 This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Damage: 1d4+1 |