Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Mithral Plate Armor uncommon Keys from the golden vault Show
Bag of Holding uncommon Keys from the golden vault Show
Potion of Healing common DDHC00-GSM Show
Goggles of Night (Guardian) common DDHC00-GSM Show
Notes:

Goggles of Night

Wondrous Item, Uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Minor Property: Guardian

The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.

Spell Scroll (Goodberry) common DDHC00-GSM Show
Notes:

1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Spell Scroll Find Familiar common DDHC00-GSM Show
Notes:

Spell Scroll: Find Familiar
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Story Award: Friend of Gentle Giants common DDHC00-GSM Show
Notes:

Du hast einen Wal gerettet, das soll Glück bringen, sagen manche.

Du hast Vorteil auf Checks mit großen Tieren wie Walen etc.

Decanter of endless Water common CCC-ARCON01-03 Pharmacist Wanted Show
Notes:

Decanter of Endless Water

Wondrous Item, uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn.

Choose from the following options:

"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

This item is found in Magic Item Table C in the Dungeon Master’s Guide.

Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.

Potion of Firebreath common CCC-ARCON01-03 Pharmacist Wanted Show
Notes:

Potion of Fire Breath

Potion, uncommon

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

This item is found in Magic Item Table C in the Dungeon Master’s Guide.

This version smells vaguely of thyme, though have a bitter aftertaste.

Dust of Dryness 5 uses common SJ-DC-AMAK Show
Notes:

Wondrous Item, uncommon

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.

Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.

An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Potion of Hillgiant Strength common SJ-DC-AMAK Show
Notes:

Potion, unommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

Talking Doll common SJ-DC-AMAK Show
Notes:

Wondrous Item, common (requires attunement)

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.

"Werden wir alle sterben?"

Astromancy Archive common SJ-DC-AMAK Show
Notes:

Wondrous Item, rare (requires attunement by a wizard)

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Potion of Greater Healing common SJ-DC-AMAK Show
Notes:

Potion, uncommon

You regain 4d4+4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Story Award: Rashemi Regard common CCC-SFBAY-0202 Rise of the Ogre King Show
Notes:

You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you.

Amulet of Health rare CCC-SFBAY-0202 Rise of the Ogre King Show
Notes:

This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.

Amulet of Health (Wonderous Item, Rare, Requires Attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.

Story Award: Fangjaw Citizen common CCC-SFBAY-0202 Rise of the Ogre King Show
Notes:

Story Award: Fangjaw Citizen
You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you.

On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage.

Travelling Spellbook common CCC-SFBAY-0202 Rise of the Ogre King Show
Notes:

This is a typical traveling spellbook as described in the Player’s Handbook. It contains the following spells:

1st level: absorb elements, mage armor, magic missile, shield, charm person

2nd level: shadow blade, Mind Spike, hold person, suggestion

3rd level: counterspell, fireball, lightning bolt, haste

4th level: polymorph, greater invisibility

5th level: telekinesis, synaptic static, hold monster, scrying

6th level: chain lightning

Dust of Deliciousness uncommon SJ-DC-RTR-06 Search for Salty Sailors Show
Notes:

Dust of Deliciousness

Wondrous item, uncommon (consumable)
This reddish brown dust can be sprinkled over any edible substance to greatly improve the flavor.

The dust also dulls the eater's senses: anyone eating food treated with this dust has disadvantage on Wisdom ability checks and Wisdom saving throws for 1 hour.

There is enough dust to flavor six servings.

Boots of Levitation rare SJ-DC-RTR-06 Search for Salty Sailors Show
Notes:

Boots of Levitation

Wondrous item, rare (requires attunement)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

Spell: Levitate
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
Duration: Concentration, up to 10 minutes

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Minor Property: Delver

While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.