Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Guardian Emblem ("Without Borders", Conscientious Minor Property) common SJ-DC-TKM-CH02 A Final Farewell Show
Notes:

The emblem is made of shades of gold, bearing the design of angel feathers adorning a shield with a star hovering over it representing the Healers Without Borders movement.

☐ Enduring Spellbook common DC-PoA-DCAF03 Sputtering Out Show
☐ Guardian Moon-Touched Scimitar common FR-DC-CARMINE-01 A Miner Issue Show
☐ Mystery Key common CCC-UNITE-AN-04 Sisterhood of the Blade Show
🎕 The Witchstone (Walloping Ammunition) common CCC-CIC-15 Den of the Dead Witch Show
Notes:

This large stone is covered in Celestial runes marking fey and undead creatures as its enemies.

🗵 Guardian Cloak of Billowing common FR-DC-XMAS-01 Silent Night Show
Notes:

Embroiderened with the Beerhammer

🗵 Masquerade Tattoo common WBW-DC-FDC-05 Crumbling Castles & Candy Clouds 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 all 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 the next dawn. This item is found in Tasha’s Cauldron of Everything.
This tattoo is formed from inks made from pureed berries, rich icing, and other all-natural sources.

☐ Bracers of Archery uncommon DDAL05-2 The Black Road Show
Notes:

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ Wand of Webs uncommon DDAL05-7 Chelimber’s Descent Show
Notes:

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets.

☐ Rust Bag of Tricks uncommon DDEP08-01 Chaos inthe City of Splendors Show
Notes:

This non-descript, rust colored bag is covered with patches, each sewn on by a different hand. When the bag is opened, a small puff of dust and a pair of moths fly out.

☐ Cloak of Protection uncommon WBW-DC-TLRMB-02 - The Last Resort Show
☐ Pearl of Power uncommon WBW-DC-TLRMB-03 - The Black Lily Contract Show
Notes:

Minor Property: Language (Sylvan)

🎕 Dust of Dryness uncommon WBW-DC-FDC-05 Crumbling Castles & Candy Clouds Show
Notes:

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

🎕 Necklace of Firealls uncommon CCC-CIC-15 Den of the Dead Witch Show
Notes:

While wearing this necklace, a tattoo in the shape of Ϫ appears on throat. The tattoo disappears if the necklace is removed. This necklace has 6 beads.

☐ Angel Heart (Periapt of Health) uncommon SJ-DC-TKM-CH01 A Proper Farewell Show
Notes:

The silver and blue charm bears the design of angel feathers forming a heart, made to represent the role of Celestial Hearse as angels who bring the dead back to their families.
In addition, the periapt has the Beacon minor property. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.

☐ Brooch of Shielding uncommon SJ-DC-SUS-01 Starship Under Siege Show
Notes:

This brooch is shape like a little kobold wearing a fish suit, when pinned to the chest it allows its wearer to speak Draconic.

☐ Mark of Maglubiyet (Guardian Wraps of Unarmed Prowess +1) uncommon FR-DC-GOBLIN-01 Goblin's Gambit Show
☐ Ring of Mind Shielding uncommon FR-DC-RFJK-01 Punny You Ask Show
Notes:

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful from the litany of bad puns whispered from the soul of the ignoble prankster trapped inside this ring.
With a heavily patinaed bronze band, this petite ring is set with a tiny dragon scale—the smallest and most lustrous one Felgolos has ever shed. It is inscribed in Draconic: “JOKE’S ON YOU”

☐ Gem of Brightness uncommon WBW-DC-GC14-03 Of Pumpkins and Promises Show
☐ Gloves of Cave Diving (Compass Swimming and Climbing) uncommon FR-DC-NMB-HUNT-01 Ice Water Show