Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Bag of Holding ✔ uncommon Von Dr. Dannell DDHC-KftGV-01 The Murkmire Malevolence Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The Gate originates where the one item was placed inside the other. Any creature within 10 feet of The Gate is sucked through it to a random Location on the Astral Plane. The Gate then closes. The Gate is one-way only and can’t be reopened.

Wand of Magic Missiles uncommon DDHC-LMOP-01 Goblinarrows DDHC-LMOP-01 Goblinarrows Show
Notes:

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

Circlet of Blasting ✔ uncommon F CCC-GHC-BK1-06 Legacy and Virtue Show
Notes:

This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Arcane Grimoire +1 ✔ uncommon Level 5 Catching-up Show
Notes:

Wondrous item, uncommon (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Cloak of Many Fashions (Common) ✔ common SJ-DC-AMAK-01 You better watch out Show
Notes:

Wondrous Item, common

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.

Rapier +2 rare WPM Trade Log Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Dust of Disappearance uncommon SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Wondrous Item, uncommon

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.

Tankard of Sobriety (Common) ✔ common SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Oil of Slipperiness uncommon SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Potion, uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Potion of Hill Giant Strength common SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Potion, unommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

Ring of Regeneration ✔ very_rare SJ-DC-AMAK-02: Enemy within Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within Show
Notes:

Wondrous Item, common

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s 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.

Ring of Protection rare WPM Trade Log Show
Notes:

While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.

Curious Irradiation (Absorbing Tattoo - Radiant) very_rare SJ-DC-LEGIT-SB-03 Mergers and Aquisitions SJ-DC-LEGIT-SB-03 Mergers and Aquisitions Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo features designs that emphasize one color. Gold.

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.

Damage Resistance
While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.

Damage Absorption
When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

Clothes of Mending common SJ-DC-LEGIT-SB-03 Mergers and Aquisitions SJ-DC-LEGIT-SB-03 Mergers and Aquisitions Show
Notes:

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.

Spellwrought Tattoo (Counterspell) uncommon SJ-DC-LEGIT-SB-03 Mergers and Aquisitions SJ-DC-LEGIT-SB-03 Mergers and Aquisitions Show
Notes:

Wondrous item (tattoo), uncommon

Produced by a special needle, this magic tattoo contains a single 3rd level spell, 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 spell's saving throw DC is 15, the attack bonus is +7, and the spellcasting ability modifier is +4.