Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ Feywild Shard uncommon WBW-DC-FDC-07 A Meal to Remember Show
Notes:

Wondrous item, uncommon (requires attunement by a sorcerer)
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends.
You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook.
If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn

☐ Immovable Rod uncommon CCC YLRA-SDCC01-1 Exploratory Arts Show
Notes:

This marvelously crafted statuette depicting the silver dragon Pharyssolnyth is of solid silver and conceals an immovable rod. The rod cannot be removed from the statuette. Depressing the dragon’s head pushes the rod’s button.
Possessing the rod for 24 hours gives its possessor proficiency in the Draconic language as long as they have the statuette on their person.

☐ Instrument of Feyr (Sentinel Eldritch Claw Tattoo / Aberrations) uncommon SJ-DC-FAUX-01 Wayfarer's Log: The Dohwar Chronicle Show
Notes:

Wondrous Item (tattoo), uncommon (requires attunement)
A needle-like fang from the maw of a feyr, this mutagenic tool is especially coveted in the body modification community.
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. This item is found in Tasha’s Cauldron of Everything.
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.
Magic Tattoo Coverage
Uncommon - Half a limb or the scalp
Minor Property (Sentinel)
This item glows faintly when aberrations are within 120 feet of it.

☐ Immovable Rod uncommon CCC-SAC-03 They're Good Adventurers, Brent Show
Notes:

Wondrous item, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

🎕 Turnip Treatment Tincture (Keoghtom’s Ointment) uncommon SJ-DC-SQD Squidaddle! Show
Notes:

Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
This balm is made from mashed turnips and has an earthy smell.

☐ Squidallion of Honor (Coiling Grasp Tattoo) uncommon SJ-DC-SQD Squidaddle! Show
Notes:

Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo has long intertwining designs.
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.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
The needle of this tattoo is a pin worn by the Knights of Squidlantis. The pin guides the knights towards heroic deeds. The tattoo that appears takes the form of a squid in the style of the Royal Crest of Squidlantis, and the tendrils that appear from the tattoo’s grasping tendrils feature are that of a squid. This needle has the Conscientious minor property: When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.

🗹 Fur Coat (Cloak of Protection) uncommon WBW-DC-PHP-POLAR-02 You’ve Goat to be Kidding Me Show
Notes:

Wondrous Item, uncommon (requires attunement)
This cloak is lined with a black bear’s fur that dances with the zephyr winds.
In addition, this cloak has the Guardian minor property: The item whispers warnings to its bearer, granting +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Boots of Striding and Springing uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Goggles of Night uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Stone of Good Luck uncommon DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗹 Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🗹 Bracers of Defense rare FR-DC-RWIE-02 Of Books and Men (An Overdue Adventure) Show
☐ +2 Amulet of the Devout rare DDAL-DRW11 Shadow in the Stacks Show
☐ Chainmail +1 rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Protection rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Ring of Spell Storing rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
☐ Armor of Vulnerability (Slashing) rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🏲 Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
🏲 Charm of Vitality unique WBW-DC-LSN-01 The Hat That Spat Rats Show