Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Lovers Embrace (Coiling Grasp Tattoo)
uncommon
SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten
SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten
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Notes:
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo has long intertwining designs.
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.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you.
The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you.
As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
The tattoo made with this needle dances across your skin, occasionally pulsing red in color. In addition, this tattoo has the Language minor property: The bearer can speak and understand Elvish while the item is on the bearer’s person.
G.R.I.P. (Eldritch Claw Tattoo)
uncommon
SJ-DC-PHP-FLN01-02 Kaleidoscope Vault
SJ-DC-PHP-FLN01-02 Kaleidoscope Vault
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Notes:
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 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 +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.
The tattoo takes its form as a transistor on your hand and a semi-circle gauge on your back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.
In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it.
Maercryshal Shard (Guardian Emblem)
uncommon
SJ-DC-PHP-FLN01-03 Unsworn Oath
SJ-DC-PHP-FLN01-03 Unsworn Oath
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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.
Feywild Shard
uncommon
WBW-DC-JSH-LIB-02: Search Engine Optimization
Spending Service Rewards
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Notes:
Staff, weapon, uncommon (requires attunement)
Simple weapon, melee weapon
4 lb.
Wondrous item, uncommon (requires attunement by a sorcerer)
1 lb.
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. 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 roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.
If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn.
Natures Mantle
uncommon
Traded
Trade Log
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Notes:
Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Brooch of Shielding
uncommon
DDAL05-03 Uninvited Guests
DDAL05-03 Uninvited Guests
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Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.
Battleaxe of Warning
uncommon
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
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Notes:
Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
4 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Topple
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Cloak of Many Fashions
common
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
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Notes:
Wondrous item, common
While wearing this cloak, you can take 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.
Wand of Secrets
common
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
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Notes:
Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Name | Rarity | Location | Table ▼ | Result | Source | |
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Lovers Embrace (Coiling Grasp Tattoo) | uncommon | SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten | SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten | Show | ||
Notes:
Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo has long intertwining designs. 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. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. The tattoo made with this needle dances across your skin, occasionally pulsing red in color. In addition, this tattoo has the Language minor property: The bearer can speak and understand Elvish while the item is on the bearer’s person. |
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G.R.I.P. (Eldritch Claw Tattoo) | uncommon | SJ-DC-PHP-FLN01-02 Kaleidoscope Vault | SJ-DC-PHP-FLN01-02 Kaleidoscope Vault | Show | ||
Notes:
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 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 +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. The tattoo takes its form as a transistor on your hand and a semi-circle gauge on your back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand. |
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Maercryshal Shard (Guardian Emblem) | uncommon | SJ-DC-PHP-FLN01-03 Unsworn Oath | 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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Feywild Shard | uncommon | WBW-DC-JSH-LIB-02: Search Engine Optimization | Spending Service Rewards | Show | ||
Notes:
Staff, weapon, uncommon (requires attunement) When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player's Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. If you don't have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can't be used again until the next dawn. |
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Natures Mantle | uncommon | Traded | Trade Log | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a druid or ranger) While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. |
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Brooch of Shielding | uncommon | DDAL05-03 Uninvited Guests | DDAL05-03 Uninvited Guests | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Battleaxe of Warning | uncommon | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
Notes:
Weapon, uncommon (requires attunement) Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Cloak of Many Fashions | common | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
Notes:
Wondrous item, common |
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Wand of Secrets | common | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
Notes:
Wand, uncommon |