Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Potion of Greater Healing
uncommon
SJ-DC-RTR-06 Search for Salty Sailors
Show
Notes:
4d4+4 Healing
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.
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.
Potion of Clairvoyance
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Pole of Collapsing: Minor Property Unbreakable
common
SJ-DC-RTR-08 Healing the Dead (T2, 4-5h)
Show
Notes:
Wondrous Item, Common
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.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
Plate Armor +3
legendary
DC-Mike-01 The Clash for the Multiversal Championship
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Notes:
Plate Armor +3
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Master’s Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
Oil of Sharpness 2x
very_rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Oil of Sharpness
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Necklace of Fireballs (4 Uses) Consumeable
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Mind Crystal (Heightened) 1 Time Use!
rare
FR-DC-BG The Flying Flame
Show
Notes:
Mind Crystal (Heightened)
Wondrous Item, Rare
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.
Jhaeros's Favor
common
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Jhaeros’s Favor. If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.
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.
Githyanki Earring (Ear Horn of Hearing)
common
FR-DC-BG The Flying Flame
Show
Notes:
Githyanki Earring (Ear Horn of Hearing)
Wondrous Item, Common
While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137.
Sentinel. This item glows faintly when aberrations are within 120 feet of it.
This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect.
For the Golden Vault (Bowl of Controlling Water Elementals)
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
For the Golden Vault
If the characters are working for the Golden Vault, the organization rewards the characters with a rare magic item of their choice (subject to your approval) as payment for delivering Jhaeros’s still-beating heart to Naevys and saving Ghalasine. The item is delivered to the characters the next day.
Flame Tongue Longsword (Flamberge)
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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.
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.
Dragon Scale Mail RED
very_rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Dragon Scale Mail RED (FIRE)
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
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.
Bowl of Commanding Water Elementals
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, rare
While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
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.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Potion of Greater Healing | uncommon | SJ-DC-RTR-06 Search for Salty Sailors | Show | |||
|
Notes:
4d4+4 Healing |
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| 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. |
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| Potion of Firebreath | common | CCC-ARCON01-03 Pharmacist Wanted | Show | |||
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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. |
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| Potion of Clairvoyance | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. |
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| Pole of Collapsing: Minor Property Unbreakable | common | SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) | Show | |||
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Notes:
Wondrous Item, Common 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. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. |
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| Plate Armor +3 | legendary | DC-Mike-01 The Clash for the Multiversal Championship | Show | |||
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Notes:
Plate Armor +3 Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. This item is found in the Dungeon Master’s Guide. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
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| Oil of Sharpness 2x | very_rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
Oil of Sharpness This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. |
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| Necklace of Fireballs (4 Uses) Consumeable | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
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Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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| Mind Crystal (Heightened) 1 Time Use! | rare | FR-DC-BG The Flying Flame | Show | |||
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Notes:
Mind Crystal (Heightened) Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. |
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| Jhaeros's Favor | common | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
Jhaeros’s Favor. If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you. |
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| Goggles of Night (Guardian) | common | DDHC00-GSM | Show | |||
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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. |
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| Githyanki Earring (Ear Horn of Hearing) | common | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
Githyanki Earring (Ear Horn of Hearing) Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137. Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect. |
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| For the Golden Vault (Bowl of Controlling Water Elementals) | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
For the Golden Vault |
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| Flame Tongue Longsword (Flamberge) | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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| 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. |
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| Dust of Deliciousness | uncommon | SJ-DC-RTR-06 Search for Salty Sailors | Show | |||
|
Notes:
Dust of Deliciousness Wondrous item, uncommon (consumable) 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. |
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| Dragon Scale Mail RED | very_rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
Dragon Scale Mail RED (FIRE) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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| 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. 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. |
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| Bowl of Commanding Water Elementals | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
|
Notes:
Source: Dungeon Master's Guide Wondrous item, rare While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. |
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| 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 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. |
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