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
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.
Spell Scroll of Haste
common
SJ-DC-RTR-08 Healing the Dead (T2, 4-5h)
Show
Notes:
3rd-Level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Spellscroll of Conjure Animals
common
SJ-DC-RTR-08 Healing the Dead (T2, 4-5h)
Show
Notes:
3rd-Level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Sun Blade
rare
DDHC-CM The Canopic Being
Trade Log
Show
Notes:
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Stone of Controlling Earth Elementals
rare
DDHC-JRC-07 Gold for Fools and Princes
Show
Notes:
Wondrous item, rare
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.
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.
Ring of Warmth
uncommon
DDHC-JRC-07 Gold for Fools and Princes
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
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.
Shield +1
uncommon
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
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.
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.
Battleaxe+1
uncommon
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Quasit Belohnung
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Spellscroll of Aura of Life
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.
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.
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.
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.
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.
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.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Potion of Greater Healing | uncommon | SJ-DC-RTR-06 Search for Salty Sailors | Show | |||
Notes:
4d4+4 Healing |
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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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Spell Scroll of Haste | common | SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) | Show | |||
Notes:
3rd-Level Transmutation Casting Time: 1 action Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. |
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Spellscroll of Conjure Animals | common | SJ-DC-RTR-08 Healing the Dead (T2, 4-5h) | Show | |||
Notes:
3rd-Level Conjuration Casting Time: 1 action You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challenge rating 1/4 or lower Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot. |
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Sun Blade | rare | DDHC-CM The Canopic Being | Trade Log | Show | ||
Notes:
Sun Blade Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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Stone of Controlling Earth Elementals | rare | DDHC-JRC-07 Gold for Fools and Princes | Show | |||
Notes:
Wondrous item, rare If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. |
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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. |
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Ring of Warmth | uncommon | DDHC-JRC-07 Gold for Fools and Princes | Show | |||
Notes:
Ring, uncommon (requires attunement) |
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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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Shield +1 | uncommon | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Armor (shield), uncommon While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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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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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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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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Quasit Belohnung | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Spellscroll of Aura of Life |
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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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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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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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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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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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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. |