Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Insignia of Claws
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Ghost Step Tattoo
very_rare
Trade Log
Show
Notes:
Wondrous item (tattoo), very rare (requires attunement)
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
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.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can't be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.
Dagger of Venom
rare
DDHC-TYP Tales from the Yawning Portal Dead in Thay
Show
Notes:
Weapon (dagger), rare
Major tier
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Dagger of Venom
rare
DDAL05-17 Hartkiller’s Horn
Show
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
Amulet of health
rare
DDAL08-10 The Skull Square Murders
Trade Log
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Insignia of Claws | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item, uncommon |
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| Ghost Step Tattoo | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous item (tattoo), very rare (requires attunement) 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. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: |
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| Dagger of Venom | rare | DDHC-TYP Tales from the Yawning Portal Dead in Thay | Show | |||
|
Notes:
Weapon (dagger), rare You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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| Dagger of Venom | rare | DDAL05-17 Hartkiller’s Horn | Show | |||
|
Notes:
You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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| Amulet of health | rare | DDAL08-10 The Skull Square Murders | Trade Log | Show | ||
|
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. This item is found on Magic Item Table G in the Dungeon Master’s Guide. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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