Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
Armor of Vulnerability (Slashing) rare DDHC-TYP Ch.5 Dead in Thay Show
Notes:

Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.

Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

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.

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.

Belt of Fire Giant Strength very_rare Tier 3 Adventure Reward Show
Notes:

Wondrous Item, very rare (requires attunement)
This belt is made from plates of steel embossed with golden filigree connected by metal pins. A fire giants
face adorns the buckle. The giant appears to be having a hearty laugh as she wears an enormous smile on
her face.

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your
Strength without the belt is equal to or greater than 25.

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.

Boots of the Winterlands uncommon DC-PoA-GSP01-01 A Wolf's Whisper Show
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).

Bracers of Defense rare DDHC-TYP Ch.5 Dead in Thay Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

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.

Charlatan's Die common DDEP10-01 Ten Towns Show
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.

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.

Dagger of Venom rare DDHC-TYP Ch.5 Dead in Thay Show
Notes:

Weapon (dagger), rare
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.

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.

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 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.

Eldritch Claw Tattoo uncommon Service Reward: Tier 1 Adventure Reward Show
Notes:

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.

The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad.

Enduring Spellbook common DC-PoA-DCAF03 Sputtering Out Show
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.

Flute of scribing (instrument of scribing) common Trade Log Show
Notes:

Wondrous item, common (requires attunement)
This flute has 3 charges. While you are playing it, you can use an action to expend 1 charge from the flute and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The flute regains all expended charges daily at dawn.
This item can be found in Xanathar’s Guide to Everything.

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.

Greatsword, +1 uncommon DDHC-TYP Ch.5 Dead in Thay Show
Notes:

Weapon (greatsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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.