Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Darkshard Amulet
common
CCC-GHC-BK2-9 Breath of Fire
CCC-GHC-BK2-9 Breath of Fire
Show
Health Potion
common
DDEP00-01 The Red War
DDEP00-01 The Red War
Show
Wand of Magic Missiles
uncommon
DDHC-KGV-Affair on the Concordant Express
DDHC-KGV-Affair on the Concordant Express
Show
Mithral Chain Mail
uncommon
DDHC-KGV-Affair on the Concordant Express
DDHC-KGV-Affair on the Concordant Express
Show
Serpent Scale Armor
uncommon
Trade Log
Show
Headband of Intellect
uncommon
Trade Log
Show
Decanter of Endless Water
uncommon
CCC-SDREAM-01-01 - From Every Winter, Spring
CCC-SDREAM-01-01 - From Every Winter, Spring
Show
Notes:
Wondrous Item, uncommon
This fey-craft mithral flask is crafted with attention to minute detail. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in the Dungeon Masters Guide.
Water taken from this flask glows softly in the moonlight, casting dim light within 5 feet. This effect wears off quickly. In addition, while drinking water from this flask, imbibers often hear mutters of things long forgotten. This effect can be useful on rare occasions, but is more likely to be discomforting.
The Mind Fortress (Ring of Mind Shielding)
uncommon
CCC-GHC-BK2-06-Eye of Darkness, Heart of Light)
CCC-GHC-BK2-06-Eye of Darkness, Heart of Light)
Show
Notes:
The Mind Fortress (Ring of Mind Shielding) -- uncommon, attunement
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state.
The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
Coiling Grasp Tattoo
uncommon
SJ-DC-RFJK-01 BRINGING HOME THE BACON
SJ-DC-RFJK-01 BRINGING HOME THE BACON
Show
Notes:
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. This item is found in Tasha’s Cauldron of Everything.
This item is found in Tasha's Cauldron of Everything.
Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.
Adamantine Half-Plate
uncommon
DDHC-TOA
Trade Log
Show
Sentinel Shield
uncommon
Trade Log
Show
Decanter of Endless Water
uncommon
CCC-SEA-01-01 All Good Dead Men
CCC-SEA-01-01 All Good Dead Men
Show
Notes:
Decanter of Endless Water
Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide.
This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn.
Choose from the following options:
• "Stupendous Streams!" produces 1 gallon of water.
• "Fanriffic Fountains!" produces 5 gallons of water.
• "Great Guzzling Geysers!" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you
Saddle of the Cavalier
uncommon
Trade Log
Show
Spirit Spear (Spear of Warning)
uncommon
PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir
PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir
Show
Notes:
The blade of this spear is made from the long claws of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near.
Flail+1, Martial Attacks Technique
uncommon
DDHC-CKM Joy of Extradimensional Spaces
DDHC-CKM Joy of Extradimensional Spaces
Show
Bracers of Defense
rare
Trade Log
Show
Crystal Rapier
rare
BMG-DRW-OD-05 - Now We've Done It!
Trade Log
Show
Notes:
Weapon (rapier), rare (requires attunement) The hilt of this rapier is made of exquisite dark wood, carved with a Thayan inscription that translates to “do not forget who you are”. This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
Giant Slayer Shortsword
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Folding Boat
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Demon Skin, Plate
rare
DDHC-Descent Into The Lost Caverns of Tsojcanth
DDHC-Descent Into The Lost Caverns of Tsojcanth
Show
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Darkshard Amulet | common | CCC-GHC-BK2-9 Breath of Fire | CCC-GHC-BK2-9 Breath of Fire | Show | ||
Health Potion | common | DDEP00-01 The Red War | DDEP00-01 The Red War | Show | ||
Wand of Magic Missiles | uncommon | DDHC-KGV-Affair on the Concordant Express | DDHC-KGV-Affair on the Concordant Express | Show | ||
Mithral Chain Mail | uncommon | DDHC-KGV-Affair on the Concordant Express | DDHC-KGV-Affair on the Concordant Express | Show | ||
Serpent Scale Armor | uncommon | Trade Log | Show | |||
Headband of Intellect | uncommon | Trade Log | Show | |||
Decanter of Endless Water | uncommon | CCC-SDREAM-01-01 - From Every Winter, Spring | CCC-SDREAM-01-01 - From Every Winter, Spring | Show | ||
Notes:
Wondrous Item, uncommon This fey-craft mithral flask is crafted with attention to minute detail. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stream" produces 1 gallon of water. • "Fountain" produces 5 gallons of water. • "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you. This item is found in the Dungeon Masters Guide. Water taken from this flask glows softly in the moonlight, casting dim light within 5 feet. This effect wears off quickly. In addition, while drinking water from this flask, imbibers often hear mutters of things long forgotten. This effect can be useful on rare occasions, but is more likely to be discomforting. |
||||||
The Mind Fortress (Ring of Mind Shielding) | uncommon | CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) | CCC-GHC-BK2-06-Eye of Darkness, Heart of Light) | Show | ||
Notes:
The Mind Fortress (Ring of Mind Shielding) -- uncommon, attunement The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. |
||||||
Coiling Grasp Tattoo | uncommon | SJ-DC-RFJK-01 BRINGING HOME THE BACON | SJ-DC-RFJK-01 BRINGING HOME THE BACON | Show | ||
Notes:
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. This item is found in Tasha’s Cauldron of Everything. This item is found in Tasha's Cauldron of Everything. Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. |
||||||
Adamantine Half-Plate | uncommon | DDHC-TOA | Trade Log | Show | ||
Sentinel Shield | uncommon | Trade Log | Show | |||
Decanter of Endless Water | uncommon | CCC-SEA-01-01 All Good Dead Men | CCC-SEA-01-01 All Good Dead Men | Show | ||
Notes:
Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The bottle weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. This item can be found in the Dungeon Master’s Guide. This stoppered bottle looks like an ordinary bottle of rum, fitted into a hempen net that can be easily attached to one’s belt. The bottle sloshes when shaken. Close inspection of the amber-colored bottle reveals a mud mephit trapped inside, frowning and pressing its face against the glass. If the mephit is released it is under the control of the DM and immediately tries to escape. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of murky fresh water or briny salt water (your choice) pours out of the flask. While it has an earthy taste, the fresh water is potable. The water stops pouring out at the start of your next turn. Choose from the following options: • "Stupendous Streams!" produces 1 gallon of water. |
||||||
Saddle of the Cavalier | uncommon | Trade Log | Show | |||
Spirit Spear (Spear of Warning) | uncommon | PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir | PO-BMG-DRWEP-KS-01 - The Siege of Mulsantir | Show | ||
Notes:
The blade of this spear is made from the long claws of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near. |
||||||
Flail+1, Martial Attacks Technique | uncommon | DDHC-CKM Joy of Extradimensional Spaces | DDHC-CKM Joy of Extradimensional Spaces | Show | ||
Bracers of Defense | rare | Trade Log | Show | |||
Crystal Rapier | rare | BMG-DRW-OD-05 - Now We've Done It! | Trade Log | Show | ||
Notes:
Weapon (rapier), rare (requires attunement) The hilt of this rapier is made of exquisite dark wood, carved with a Thayan inscription that translates to “do not forget who you are”. This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage. The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. |
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Giant Slayer Shortsword | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
Folding Boat | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
Demon Skin, Plate | rare | DDHC-Descent Into The Lost Caverns of Tsojcanth | DDHC-Descent Into The Lost Caverns of Tsojcanth | Show | ||
Notes:
Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. |