Wondrous Item, artifact (requires attunement by a Must attune to owner)

A handsome leather tome full of blank pages.

When the book's owner opens it, the pages fill with information about magic items.

 

Thunder Raven-Scale’s Compendium of Magical Items

Magic Items Awarded by Rarity

Character Level

Common

Uncommon

Rare

Very Rare

Legendary

1-4

6

4

1

0

0

5-10

10

17

6

1

0

11-16

3

7

11

7

2

17+

0

0

5

11

9

Total

19

28

23

19

11

 

MAGIC ITEM RARITY

Rarity

Character Level

Value

Common

1st or higher

50-100 gp

Uncommon

1st or higher

101-500 gp

Rare

5th or higher

501-5,000 gp

Very rare

11th or higher

5,001-50,000 gp

Legendary

17th or higher

50,001+ gp

 

Common Magic Items – These items are abundant and can be used by less experienced adventurers. They’re typically worth 50-100gp. Merchants and Stores will usually have a few in stock.

 

Bead of Nourishment –

This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.

Bead of Refreshment –

This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Boots of False Tracks –

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

Candle of the Deep –

The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Charlatan’s Die –

Whenever you roll this six-sided die, you can control which number it rolls.

Cloak of Many Fashions –

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

Clothes of Mending –

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

Dark Shard Amulet –

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

  • You can use the amulet as a spellcasting focus for your warlock spells.
  • You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 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.

Dread Helm –

This fearsome steel helm makes your eyes glow red and hides the rest of your face in shadow while you wear it.

Enduring Spell Book –

This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.

Ersatz Eye –

This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.

Hat of Vermin –

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Heward’s Handy Spice Pouch –

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Horn of Silent Alarm –

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Illuminator’s Tattoo –

Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.

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 Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.

 

Instrument of Illusions –

While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Instrument of Scribing –

This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.

The instrument regains all expended charges daily at dawn.

 

Lock of Trickery –

This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage.

Masquerade Tattoo –

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.

 

Moon-Touched Sword –

In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Mystery Key –

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Orb of Direction –

While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Orb of Time –

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Perfume of Bewitching –

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.

Pipe of Smoke Monsters –

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Pole of Angling –

While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.

Pole of Collapsing –

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

Pot of Awakening –

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

 

Potion of Climbing –

When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Healing –

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.

2d4+2

Prosthetic Limb –

This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

Rope of Mending –

You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.

Shield of Expression –

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Smoldering Armor –

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Spell Scrolls 1 Level / Cantrip –

spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Save DC 13 / Attack +5

Spellwrought Tattoo Cantrip / 1 –

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

The level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.

Staff of Birdcalls –

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Staff of Flowers –

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.

Talking Doll –

While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

Tankard of Sobriety –

This tankard 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 tankard has no effect on magical liquids or harmful substances such as poison.

Unbreakable Arrows –

This arrow can’t be broken, except when it is within an antimagic field.

Veteran’s Cane –

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

Wand of Conducting –

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

Wand of Pyrotechnics –

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Wand of Scowls –

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of smiles.

 

Wand of Smiles –

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

Uncommon Magic Items -

Adamantine Armor –

All-Purpose Toll –

Ammunition, +1 –

Amulet of Proof Against Detection and Location –

Bag of Holding –

Bag of Tricks –

Bloodwell Vial –

Boomerang +1 –

Boots of Elvenkind –

Boots of Striding and Springing –

Boots of Winterland –

Brooch of Shielding –

Cloak of Elvenkind –

Cloak of Protection –

Cloak of the Manta Ray –

Decanter of Endless Water –

Deck of Illusions –

Dust of Disappearance –

Dust of Dryness –

Dust of Sneezing and Choking –

Efficient Quiver –

Elemental Gem –

Eversmoking Bottle –

Eyes of Charming –

Eyes of Minute Seeing –

Eyes of the Eagle –

Figurine of Wonderous Power –

Gauntlets of Ogre Power –

Gem of Brightness –

Gloves of Missile Snaring –

Gloves of Swimming and Climbing –

Goggles of Night –

Guardian Emblem –

Hat of Disguise –

Headband of Intellect –

Helm of Comprehending Language –

Javelin of Lightning –

Lantern of Revealing –

Nature’s Mantle –

Necklace of Adaptation –

Pearl of Power –

Periapt of Health –

Periapt of Wound Closure –

Philter of Love –

Pipes of Haunting –

Pipes of the Sewer –

Potion of Animal Friendship –

Potion of Giant Strength –

Potion of Growth –

Potion of Healing –

Potion of Poison –

Potion of Resistance –

Potion of Water Breathing –

Restorative Ointment –

Rhythm-Maker’s Drum –

Ring of Jumping –

Ring of Mind Shielding –

Ring of Swimming –

Ring of Warmth –

Ring of Water Walking –

Robe of Useful Items –

Shield, +1 –

Slippers of Spider Climbing –

Spell Scroll 2 / 3 –

Spellwrought Tattoo 2 / 3 –

Staff of the Python –

Stone of Good Luck (Luckstone) –

Trident of Fish Command –

Wand of Magic Detection –

Wand of Magic Missiles –

Wand of Secrets –

Wand of the War Mage –

Weapon +1 –

Rare Magic Items –

Bead of Force –

Bell Branch –

Belt of Dwarvenkind –

Belt of Giant Strength –

Berserker Axe –

Boots of Speed –

Chime of Opening –

Elven Chain –

Flame Tongue –

Folding Boat –

Gem of Seeing –

Handy Haversack –

Horn of Valhalla –

Instant Fortress –

Ioun Stones –

Lyre of Building –

Mace of Smiting –

Mantle of Spell Resistance –

Master’s Amulet –

Necklace of Fireballs –

Necklace of Prayer Beads –

Planecaller’s Codex –

Portable Hole –

Protective Verses –

Ring of Animal Influence –

Ring of Evasion –

Ring of Feather Falling –

Ring of Free Action –

Ring of Resistance –

Ring of Spell Storing –

Ring of the Ram –

Ring of X-Ray Vision –

Staff of the Woodlands –

Staff of Healing –

Staff of Swarming Insects –

Staff of Controlling Earth Elementals –

Wand of Fireballs –

Wand of Wonder –

 

Notes: Must attune to owner, Damage, Buff, Utility

Item Tags: Damage Buff Utility

Ravyn_StormSong

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