Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
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.

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.

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.

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.

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 Show
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.

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.

Wand of Binding common DDHC-TYP Ch.5 Dead in Thay Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

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.

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).

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.

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.

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.

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.

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

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

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.