Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Rapier +1 uncommon DDHC-QftIS-01 Lost City Show
Notes:

Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
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.

☐ Circlet of Blasting uncommon CC-GHC-BK1-06_Legacy_and_Virtue Show
Notes:

Circlet of Blasting
Wondrous item, uncommon, Table F
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.

☐ Javelin of Lightning uncommon SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Boltthrower
Javelin of Lightning
Weapon (javelin), uncommon

This Armbladeis a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into the armblade when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling.

☑ Adamantine Plate (Uncommon) uncommon Trade Log Show
Notes:

Adamantine Plate (Uncommon)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

☐ Bracers of Archery uncommon DDAL05-02 The Black Road Show
Notes:

Bracers of Archery
Wondrous item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ Driftglobe uncommon DDHC-CM-01 The Joy of Extradimensional Spaces Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

☐ Cloak of Protection uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

☐ Cloak of Elvenkind uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

☐ Deck of Illusions uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts - Red dragon
King of hearts - Knight and four guards
Queen of hearts - Succubus or incubus
Jack of hearts - Druid
Ten of hearts - Cloud giant
Nine of hearts - Ettin
Eight of hearts - Bugbear
Two of hearts - Goblin
Ace of diamonds - Beholder
King of diamonds - Archmage and mage apprentice
Queen of diamonds - Night hag
Jack of diamonds - Assassin
Ten of diamonds - Fire giant
Nine of diamonds - Ogre mage
Eight of diamonds - Gnoll
Two of diamonds - Kobold
Ace of spades - Lich
King of spades - Priest and two acolytes
Queen of spades - Medusa
Jack of spades - Veteran
Ten of spades - Frost giant
Nine of spades - Troll
Eight of spades- Hobgoblin
Two of spades - Goblin
Ace of clubs - Iron golem
King of clubs - Bandit captain and three bandits
Queen of clubs - Erinyes
Jack of clubs - Berserker
Ten of clubs - Hill giant
Nine of clubs - Ogre
Eight of clubs - Orc
Two of clubs - Kobold
Jokers (2) - You (the deck's owner)

☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses) uncommon FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

"This feels just wrong."

☐ Hearth of the Wyrm "Orb of Direction" common FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice.
While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic."
Minor Property: Language (Draconic)

☐ Illuminator´s Tattoo common DDAL 10-01 The Frozen North Show
Notes:

Illuminator´s Tattoo

Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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.

Magical Scribing.

While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" common FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."

Minor Property: Sentinel (Dragon)

☐ Story Award: Friend on the Black Road common DDAL05-02 The Black Road Show
Notes:

You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free.

☐ Talking Doll common SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Talking Doll
Wondrous item, common (requires attunement)

While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

It has the following song as default:
"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,
Licht und Hoffnung werden sie am Ende doch immer verjagen.
Was auch immer passieren sollte,vertrau und lausche nur mir
Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."