Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ Eldritch Claw Tattoo uncommon SJ-DC-RTR-03 Need for Seat Show
Notes:

Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.

☐ Boots of Elvenkind uncommon DDHC-DoSI Dragons of Stormwreck Isle: Chapter 3 - Cursed Shipwreck Show
☐ The Lucky Jade Hare’s Boots (Boots of Striding and Springing) uncommon WBW-DC-ZODIAC-04 The Jade Hare Show
Notes:

“Fluffy white fur pair of boots studded with moonstones and soaked for eight days in a luck potion.”
Guardian. The item yelps a warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Coiling Grasp Tattoo uncommon SJ-DC-THID-MB04 The Horror In Darkfall Show
☐ Boots of Elvenkind uncommon CCC-SFBAY-0403 The Ashen Scar Show
Notes:

These moss-covered boots are made from the essence of the woods itself. They change texture and color depending on the current season and can point the wearer unerringly towards Cormanthor forest.

☐ Boots of the Winterlands uncommon DC-POA-CODEX-01 Bear the Lode Show
Notes:

This pair of fur-lined, black leather boots are stylish and sturdy. Closer inspection of the soles reveals that they are inscribed with Druidic symbols that read "smooth travel" and "warm heart".

☐ Decanter of Endless Water uncommon CCC-ALMOG-20 TALES01-04 Jaunt to the Center of Faerun Show
Notes:

It is impossible to see the inside of this jet black flask while it is stoppered. Any time the stopper is removed, the user feels a sudden pang of dread, as if more than water is being released into the world.

☐ Wand of Web uncommon LN-01 Fuzzytail Farm and the Frightful Candy Goat Massacre Show
Notes:

This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned.

🗹 Guardian Guardian Emblem uncommon SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! Show
Notes:

Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Minor Poperty: Guardian.
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

☐ Decanter of Endless Water uncommon CCC-SDREAM-01-01 From Every Winter, Spring Show
Notes:

This fey-craft mithral flask is crafted with attention to minute detail.

Water taken from this flask glows softly in the moonlight, casting dim light within 5 feet. This effect wears off quickly. In addition, while drinking water from this flask, imbibers often hear mutters of things long forgotten. This effect can be useful on rare occasions, but is more likely to be discomforting.

☐ Shaman's Ring (Pearl of Power) uncommon SJ-DC-YZ-01-03 – Shaman's Legacy Show
Notes:

Sentinel: The pearl glows faintly when an elemental is within 120 feet of it.

☐ Smoking Cigar Tattoo (Coiling Grasp Tattoo) uncommon SJ-DC-YZ- 01 - 01 Easy Task Show
Notes:

Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process.
When the attunement is complete, the cigar 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 cigar 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.
Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim.
The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke.
When the effect is used the tendril takes form of a smoke tentacle aswell.

☐ Coiling Grasp Tattoo uncommon SJ-DC-RFJK-01 Bringing Home the Bacon 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. This item is found in Tasha’s Cauldron of Everything.

This item is found in Tasha's Cauldron of Everything.
Wicked. Formerly wielded by fearsome marauders and monsters of Wildspace, this pseudo-sentient tattoo yearns to hunt and pillage. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.

☐ Battleaxe +1 uncommon DDHC-DoSI Dragons of Stormwreck Isle: Chapter 4 - Clifftop Observatory Show
☐ Brooch of Shielding uncommon SJ-DC-DNX Salvage Operation Show
Notes:

Wondrous item (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Minor Property: Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ Ring of Jumping uncommon DC-POA-CODEX-02 Bear in Mind Show
Notes:

This small loop of metal is finely inscribed with runes, and emits harmless sparks at random intervals. When attuned, the ring sends controlled electric pulses to the wearer's leg muscles, stimulating them to enhance jumping performance.

☐ Javelin of Lightning uncommon SJ-DC-UPR Under Pressure Show
🎕 Elemental Gem (Red Cordron) uncommon SJ-DC-UPR Under Pressure Show
☐ War Leader Pipe of Smoke Monsters common PS-DC-UMY-01 The Unmemory of You Show
🗵 Flask of Sobriety (Tankard of Soriety) common SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! Show
Notes:

Wondrous item, common
This flask has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The flask has no effect on magical liquids or harmful substances such as poison.
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey.
Message: The treasure you may seek is in the ruin of "Al Kha Thun"