Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Heward's Handy Tea Pouch common Lair of Ghost Dragon on sunken Ship FR-DC-NG:OE New Gods: Old Enemies Show
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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.

Mace of Terror common DDHC-KftGV Fire and Darkness Show
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Mace of Terror
Weapon (Mace). Rare (Requires Attunement)

This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Eldritch Claw Tattoo uncommon DDHC-KftGV Party at Paliset Hall Show
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Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

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 Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Boots of Elvenkind uncommon Trade Log Show
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Boots of Elvenkind
Uncommon

Wondrous Item, Uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.

Flail +1 uncommon Trade Log Show
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Flail +1
weapon (flail), uncommon

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

Ring of Jumping uncommon DDAL05-10 Giant Diplomacy Show
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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.

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

Dust of Disappearance uncommon DDHC-KftGV-05 - Tockworth's Clockworks 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.

Boots of Striding and Springing uncommon DDHC-KftGV-05 - Tockworth's Clockworks Show
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Wondrous item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

Driftglobe uncommon DDHC-KftGV-05 - Tockworth's Clockworks 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.

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.

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.

Battleaxe +1 uncommon Armory DDHC-KftGV-08 Vidorants Vault Show
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Battleaxe +1
Weapon (battleaxe), uncommon

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

Shortsword +1 uncommon Armory DDHC-KftGV-08 Vidorants Vault Show
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Shortsword +1
Weapon (shortsword), uncommon

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

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.

Greater Potion of Healing uncommon FR-DC-BTW 01 Fathers Conscience Show
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.

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.