Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
đŸ—č +1 Arcane Grimoire common Purchase Log Show
☐ +1 Dagger uncommon DDHC-KGV-01 Murkmire Malevolence Show
☐ +1 Handaxe uncommon DDHC-KGV-01 Murkmire Malevolence Show
☐ +2 Amulet of the Devout rare DDAL-DRW11 Shadow in the Stacks Show
A T1 Golden Vault Item uncommon DDHC-KGV-01 Murkmire Malevolence Show
đŸ—č Bracers of Defense rare FR-DC-RWIE-02 Of Books and Men (An Overdue Adventure) Show
đŸČ Charm of Vitality unique WBW-DC-LSN-01 The Hat That Spat Rats Show
đŸ—” Chest of Preserving common FR-DC-RWIE-02 Of Books and Men (An Overdue Adventure) Show
☐ Coiling Grasp Tattoo uncommon SJ-DC-PHP-FLN01-02 Kaleidoscope Vault Show
Notes:

The tattoo takes its form as a transistor on your hand and a semi-circle gauge on your back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand.

In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it.

đŸ—” FauxCon Employee Hat (Language Hat of Wizardry / Deep Speech) common SJ-DC-FAUX-01 Wayfarer's Log: The Dohwar Chronicle Show
Notes:

Wondrous item, common (requires attunement by a wizard)
This particular hat has the FauxCon logo and “Employee of a Month” laser-etched over the top.
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. This item is found in Xanathar's Guide to Everything. While you are wearing it, you gain the following benefits:
* You can use the hat as a spellcasting focus for your wizard spells.
* You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

Minor Property (Language - Deep Speech)
The bearer can speak and understand Deep Speech while the item is on the bearer’s person.

☐ 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

đŸ—č 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.

☐ Guardian Eyes of Minute Seeing uncommon WBW-DC-LSN-01 The Hat That Spat Rats Show
Notes:

This particular pair of lenses is made from a mis-matched patchwork of cloth and leather of various colors. It has the Minor Property – Guardian: It whispers warnings to its bearer (“Look out!”; “Open your eyes!”), granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Half-Plate of Fungal Spores (Strange Material) uncommon FR-DC-DUCKS-OS-01 - Paid in Blood Show
Notes:

Druid Friendly

☐ Hat of Vermin common WBW-DC-LSN-01 The Hat That Spat Rats Show
Notes:

This particular hat is made from bright red cloth, and leans playfully to one side when worn. It has the Minor Property – Language: The bearer of the hat can speak and understand Sylvan while it is on the bearer’s person.

☐ 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.

☐ 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.

🎕 Keoghtom’s Ointment uncommon SJ-DC-PHP-FLN01-02 Kaleidoscope Vault Show
Notes:

The container of this ointment appears like a cannister filled with a cyan gel.

☐ Lantern of Revealing uncommon CCC-RPSG-04 The Waystop Show
Notes:

Wondrous Item, uncommon
The glass of this battered, old carriage lamp is soot-stained, and serveral large, spidery cracks run across the beveled surface. Light leaks through the cracks, and the flame gutters ominously when the lantern is lit, though this does not hamper its actual functions.
While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an Action to lower the hood, reducing the light to dim light in a 5-foot radius.