Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Staff of Adornment (C) common SJ-DC-MONSTER-01 Phoenix SJ-DC-MONSTER-01 Phoenix Show
Notes:

Staff, Common

If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Staff (simple, Arcane Spell Focus, Druidic Spell Focus)
Damage: 1d6
Damage Type: Bludgeoning
Item Rarity: Common
Properties: Versatile
Weight: 4

Elemental Essence Shard: Fire (R-A) rare SJ-DC-MONSTER-01 Phoenix SJ-DC-MONSTER-01 Phoenix Show
Notes:

Elemental Essence Shard
Wondrous item, rare (requires attunement by a sorcerer)

This crackling crystal contains the essence of an elemental plane. 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.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

Elemental Essence Shards

d4 Property
1 Air. You can immediately fly up to 60 feet without provoking opportunity attacks.
2 Earth. You gain resistance to a damage type of your choice until the start of your next turn.
3 Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
4 Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.