Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Pole of Collapsing: Minor Property Unbreakable
common
SJ-DC-RTR-08 Healing the Dead (T2, 4-5h)
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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.
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.
Mithral Plate Armor
uncommon
Keys from the golden vault
Show
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
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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.
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
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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
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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
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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
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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.
Battleaxe+1
uncommon
Keys from the Golden Vault - Heart of Ashes
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Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bag of Holding
uncommon
Keys from the golden vault
Show
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.
Arrows+1 8x
uncommon
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Arrows +1
Weapon (arrow), uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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.
Adamantine Chain Shirt
uncommon
DDHC-JRC-07 Gold for Fools and Princes
Show
Notes:
Medium Armor, Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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. |
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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 | |||
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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Mithral Plate Armor | uncommon | Keys from the golden vault | Show | |||
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 | |||
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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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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Battleaxe+1 | uncommon | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Bag of Holding | uncommon | Keys from the golden vault | Show | |||
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. |
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Arrows+1 8x | uncommon | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Arrows +1 You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. |
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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. |
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Adamantine Chain Shirt | uncommon | DDHC-JRC-07 Gold for Fools and Princes | Show | |||
Notes:
Medium Armor, Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |