Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ The Seventh Sword (Sun Blade) rare CCC-6SWORDS-01 Six Swords Out of Hell Show
Notes:

The origin of this sword is unknown, but its design is highly unique. Unlike typical sun blades that have a metal guard, this one is comprised only of a hilt. The hilt is adorned with ivory figureheads on either side—a devil and a dragon. When used onehanded, the dragon’s eyes light up red and a blade of reddish sunlight extends from its mouth. When used two-handed, a second blade extends from the devil side of the hilt, resulting in a weapon that is closer in appearance to a staff.
Mechanically, this weapon functions exactly as a regular sun blade as described in the Dungeon Master’s Guide.

☐ Dark Mother’s Ring of Spell Storing rare CCC-HAL-02 Six Striking Swords Show
Notes:

Wondrous Item, rare (requires attunement)
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.
While wearing this ring, the wearer can speak and understand Undercommon.
If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.
These effects are not strong enough to override existing character traits.
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.
Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

☐ Absorbing Tatto (Psychic) very_rare SJ-DC-ETA You are my Sunshine Show
Notes:

Wondrous item (tattoo), very rare (requires attunement)
The needle of this tattoo was taken from one of the crystal shards surrounding Ligyron’s crystallized heart. The energies here are so diverse that the characters choose which energy type their tattoo absorbs. Ligyron nigh-indestructible divinity, being the nigh-indestructible god of war, makes this needle immune to damage. This needle has the Unbreakable minor property: The item can’t be broken. Special means must be used to destroy it.
Produced by a special needle, this magic tattoo features designs that emphasize one color.
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.
Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly.
d10 Damage Type Color
1 Acid Green
2 Cold Blue
3 Fire Red
4 Force White
5 Lightning Yellow
6 Necrotic Black
7 Poison Violet
8 Psychic Silver
9 Radiant Gold
10 Thunder Orange
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.

🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: WPM Show