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.

🗵 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.

☐ 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.

🗵 Shepherd's Brand (Illuminator's Tattoo) common WBW-DC-PHP-POLAR-02 You’ve Goat to be Kidding Me Show
Notes:

Wondrous item (tattoo), common (requires attunement)
Instead of a needle this item appears as an electrum brand that leaves a pitchfork shaped tattoo on the creature’s skin.
In addition, this tattoo has the Guardian minor property: The item whispers warnings to its bearer, granting +2 bonus to initiative if the bearer isn’t incapacitated.

☐ 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.

☐ Magician's Top Hat with Cat Ears (Harmonius Hat of Disguise) uncommon SJ-DC-SQD2 - Squidoosh! Show
Notes:

This hat looks like the traditional black top hat of a magician. The difference is that it has white cat ears on either side of the top hat, sticking out of the brim of the hat. These ears move of their own accord reflecting the mood of the wearer, clearly enchanted.

☐ Lovers Embrace (Language Coiling Grasp Tattoo) uncommon SJ-DC-PHP-FLN01-01 Forlorn but not Forgotten Show
Notes:

The tattoo made with this needle dances across your skin, occasionally pulsing red in color.
In addition, this tattoo has the Language minor property: The bearer can speak and understand Elvish while the item is on the bearer’s person.

☐ 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.

🎕 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.

☐ Maercryshal Shard (Harmonious Guardian Emblem) uncommon SJ-DC-PHP-FLN01-03 Unsworn Oath Show
Notes:

The Maercryshal shard has a vibrant blue color that shimmers whenever its charges are used.

🗵 Masquerade Tattoo common DC-POA-EPO-1 A Garden in the North Show
☐ Pearl of Power ("Pure Celestinite", Language Minor Property) uncommon SJ-DC-PHP-FLN02-01 Away We Go Show
Notes:

This shard of celestinite is a crystal that has been extracted with utmost care. Consequently, it retains a unique property of being connected to other planes. This particular shard is connected to the Feywild, granting whoever holds it the ability to speak as Fey do. When held, a soothing voice speaking in whispers coils into the holder's mind.

☐ 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.

🏲 Charm of Vitality unique WBW-DC-LSN-01 The Hat That Spat Rats Show
☐ 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.