Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wraps of Unarmed Power +2 rare DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

Wondrous Item, Rare

While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.

Stone of Good Luck (Luckstone) uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
Notes:

Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Splint Armor +1 rare DDAL05-04 In Dire Need Show
Notes:

Splint Armor +1
Armor (Splint Armor), Rare

You have a +1 bonus to Armor Class while wearing this armor.

A beautifully crafted suit of splintmail wrought in classical Adbarran design. The armor is evocative of dwarven sensibilities, being simple if a bit angular. The helm is crafted with curling ram’s horns and dwarven runes on the vambraces pronouncing the wearer a friend and defender of Citadel Adbar.

Spellwrought Tattoo: Revivify uncommon FR-DC-NG:OE New Gods: Old Enemies Show
Notes:

Spellwrought Tattoo: Revivify
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 Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.

Spellwrought Tattoo: Haste uncommon FR-DC-NG:OE New Gods: Old Enemies Show
Notes:

Spellwrought Tattoo: Haste
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 Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.

Spellwrought Tattoo: Fly uncommon FR-DC-NG:OE New Gods: Old Enemies Show
Notes:

Spellwrought Tattoo: Fly
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 Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.

Silver Horn of Valhalla rare CCC-TRI 05 Hunt of Malar Show
Notes:

Wondrous Item, Rare

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can’t be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.

If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.

A silvered, hollow tusk carved with bestial images and stained in the blood of countless battles, the horn impels its user to kill foes with their bare hands while the taste of congealed blood fills their mouth. The berserkers called forth are bloodthirsty warriors tainted by Malar.

| Horn Type | Spirits | Requirement |
| -------- | -------- | -------- |
| Silver | 2 | None |

Shortsword +1 uncommon Armory DDHC-KftGV-08 Vidorants Vault Show
Notes:

Shortsword +1
Weapon (shortsword), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Scale Mail +1 rare Armory DDHC-KftGV-08 Vidorants Vault Show
Notes:

Scale Mail +1
Armor (medium), rare

You have a +1 bonus to AC while wearing this armor.

Ring of X-ray Vision rare FR-DC-NG:OE New Gods: Old Enemies Show
Notes:

Ring of X-ray Vision
Ring, Rare (Requires Attunement)

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Song Craft: If this ring is deliberately used to see through another persons clothes the ring starts to scream loudly.

Ring of Swimming uncommon PO-BK-3-01 A Pirates Life for Me Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

Ring of Protection common DDHC-KftGV-08 Vidorants Vault Show
Notes:

Ring of Protection
Ring, Rare (Requires Attunement)

You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Ring of Jumping uncommon DDAL05-10 Giant Diplomacy Show
Notes:

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Ring of Evasion rare Vidorant DDHC-KftGV-08 Vidorants Vault Show
Notes:

Ring of Evasion
Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Potion of Growth uncommon PO-BK-3-01 A Pirates Life for Me Show
Notes:

Potion, uncommon

When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Advantage uncommon PO-BK-3-01 A Pirates Life for Me Show
Notes:

Potion, Uncommon

When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.

This potion takes the form of a sparkling, golden mist that moves and pours like water.

Heward's Handy Tea Pouch common Lair of Ghost Dragon on sunken Ship FR-DC-NG:OE New Gods: Old Enemies Show
Notes:

Heward's Handy Tea Pouch
Wondrous Item, Common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

"This pouch stores a copious amount of tea, more than one person could ever drink."

Hat of Wizardry common FR-DC-BTW 01 Fathers Conscience Show
Notes:

Wondrous Item, Common (Requires Attunement by a Wizard)

This helmet is made out of metal. It was used by miners to cast light in its lamp.

Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.

Greater Potion of Healing uncommon FR-DC-BTW 01 Fathers Conscience Show
Gloves of Thievery uncommon Vidorant DDHC-KftGV-08 Vidorants Vault Show
Notes:

Gloves of Thievery
Wondrous item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.