Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Boots of the Winterlands
uncommon
DC-PoA-GSP01-01 A Wolf's Whisper
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Notes:
Wondrous Item, uncommon (requires attunement)
This knee-high fashionable boots was crafted by a well renowned magic forger and designer from´Waterdeep. The boots are arctic white in color embedded with sparkling crystals and elegant silver lacing.
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees Fahrenheit (-46 degrees celsius) without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit (-73 degrees celsius).
Enduring Spellbook
common
DC-PoA-DCAF03 Sputtering Out
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Notes:
Wondrous Item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Charlatan's Die
common
DDEP10-01 Ten Towns
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Notes:
Wondrous item, common (requires attunement)
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Whenever you roll this six-sided die, you can control which number it rolls.
While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
Masquerade Tattoo
common
DC-POA-GSP02-04H The Horror Sphere
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until next dawn.
The needle is light blue in color which is similar to the Harpers. Once the tattoo is marked onto the skin, it is always blue in color and the tattoo always has the mark of the Harpers hidden within.
Walloping Arrow
common
DC-POA-GSP02-04H The Horror Sphere
Show
Notes:
Weapon (Arrow), common
The green shaft of the arrow is filled with tiny eyes that blinks at random time intervals.
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Moon-Touched Sword (Shortsword)
common
DC-PoA-MCWWS-02 Wine, Wizards and Song
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Notes:
Weapon (shortsword), common
The pommel stone on the blade is a polished white and grey stone that resembles a full moon. The hilt is decorated with symbols representing the phases of the moon.
In darkness, the unsheathed blade of this sword sheds moonlight, crating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in Xanathar’s Guide to Everything.
Necklace of Prayer Beads
rare
CCC-BMG-35 ELM2-2 Mists of the Moonsea
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
• 1 Bead of Blessing (aquamarine): Bless
• 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration
• 1 Bead of Favor (blue topaz): Greater restoration
Driftwood Staff (Staff of Healing)
rare
CCC-DES01-02 A Sanity Never Questioned
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Notes:
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid)
This staff resembles nothing more than a long piece of weather worn driftwood. Perpetually damp bits of seasweed dot the head of the staff.
This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
- Cure Wounds (1 charge per Spell Level, up to 4th)
- Lesser Restoration (2 charges)
- Mass Cure Wounds (5 charges).
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Guardian Emblem
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin)
This emblem features the holy symbol of Ilmater and feels heavier than usual due to the weight of its former owner's oath.
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Insignia of Claws
uncommon
Trade Log
Show
Notes:
Wondrous item, uncommon
The jewels in this 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.
Gloves of Thievery
uncommon
CCC-FAD-01 Out The Back
Show
Notes:
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.
Boots of False Tracks
common
CCC-FAD-01 Out The Back
Show
Notes:
Wondrous Item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Bracers of Defense
rare
DDAL00-02c Spawn of the Maimed Virulence
Show
Notes:
Wondrous Item, rare (requires attunement)
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring of Free Action
rare
WBW-DC-ARCON-02 Way of the Wedding
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Dragon Slayer Shortsword
common
Trade Log
Show
Notes:
Weapon (Shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Cloak of the Bat
rare
DDEP09-03 Liar’s Night
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Spellwrought Tattoo (Revivify)
uncommon
Service Reward: Spellwrought Tattoo (3rd level)
Show
Notes:
Wondrous Item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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 level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
Spell Level | Rarity | Spellcasting Ability Mod. | Save DC | Attack Bonus
Cantrip | Common | +3 | 13 | +5
1st | Common | +3 | 13 | +5
2nd | Uncommon | +3 | 13 | +5
3rd | Uncommon | +4 | 15 | +7
4th | Rare | +4 | 15 | +7
5th | Rare | +5 | 17 | +9
Magic Tattoo Coverage
Uncommon | Half a limb or the scalp
Battleaxe +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Longsword +1
uncommon
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Weapon (longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Tome of the Stilled Tongue
legendary
DDHC-TYP Ch.5 Dead in Thay
Show
Notes:
Wondrous item, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it’s unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.
Name | Rarity | Location | Table | Result | Source | |
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Boots of the Winterlands | uncommon | DC-PoA-GSP01-01 A Wolf's Whisper | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Enduring Spellbook | common | DC-PoA-DCAF03 Sputtering Out | Show | |||
Notes:
Wondrous Item, common |
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Charlatan's Die | common | DDEP10-01 Ten Towns | Show | |||
Notes:
Wondrous item, common (requires attunement) |
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Masquerade Tattoo | common | DC-POA-GSP02-04H The Horror Sphere | Show | |||
Notes:
Wondrous item (tattoo), common (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. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers your skin. Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until next dawn. |
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Walloping Arrow | common | DC-POA-GSP02-04H The Horror Sphere | Show | |||
Notes:
Weapon (Arrow), common |
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Moon-Touched Sword (Shortsword) | common | DC-PoA-MCWWS-02 Wine, Wizards and Song | Show | |||
Notes:
Weapon (shortsword), common In darkness, the unsheathed blade of this sword sheds moonlight, crating bright light in a 15-foot radius and dim light for an additional 15 feet. This item is found in Xanathar’s Guide to Everything. |
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Necklace of Prayer Beads | rare | CCC-BMG-35 ELM2-2 Mists of the Moonsea | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) |
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Driftwood Staff (Staff of Healing) | rare | CCC-DES01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, Rare, (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability modifier:
The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever. This Staff floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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Guardian Emblem | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a cleric or paladin) |
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Insignia of Claws | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, uncommon 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. |
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Gloves of Thievery | uncommon | CCC-FAD-01 Out The Back | Show | |||
Notes:
Wondrous Item, uncommon |
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Boots of False Tracks | common | CCC-FAD-01 Out The Back | Show | |||
Notes:
Wondrous Item, common |
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Bracers of Defense | rare | DDAL00-02c Spawn of the Maimed Virulence | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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Ring of Free Action | rare | WBW-DC-ARCON-02 Way of the Wedding | Show | |||
Notes:
Ring, rare (requires attunement) |
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Dragon Slayer Shortsword | common | Trade Log | Show | |||
Notes:
Weapon (Shortsword), rare When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Cloak of the Bat | rare | DDEP09-03 Liar’s Night | Show | |||
Notes:
Wondrous Item, rare (requires attunement) While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Spellwrought Tattoo (Revivify) | uncommon | Service Reward: Spellwrought Tattoo (3rd level) | Show | |||
Notes:
Wondrous Item (tattoo), uncommon The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table. Spell Level | Rarity | Spellcasting Ability Mod. | Save DC | Attack Bonus Magic Tattoo Coverage |
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Battleaxe +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (battleaxe), uncommon |
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Longsword +1 | uncommon | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Weapon (longsword), uncommon |
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Tome of the Stilled Tongue | legendary | DDHC-TYP Ch.5 Dead in Thay | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a wizard) If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn. While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased. |