Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
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
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?"
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.
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.
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.
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.
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.
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.
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.
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.
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.
Quasit Belohnung
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Spellscroll of Aura of Life
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.
Potion of Healing
common
DDHC00-GSM
Show
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 Greater Healing
uncommon
SJ-DC-RTR-06 Search for Salty Sailors
Show
Notes:
4d4+4 Healing
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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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 |
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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?" |
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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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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. |
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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. |
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Story Award: Fangjaw Citizen | common | CCC-SFBAY-0202 Rise of the Ogre King | Show | |||
Notes:
Story Award: Fangjaw Citizen On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. |
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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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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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Spell Scroll (Goodberry) | common | DDHC00-GSM | Show | |||
Notes:
1st-level transmutation 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. |
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Spell Scroll Find Familiar | common | DDHC00-GSM | Show | |||
Notes:
Spell Scroll: Find Familiar 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. |
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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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Ring of Warmth | uncommon | DDHC-JRC-07 Gold for Fools and Princes | Show | |||
Notes:
Ring, uncommon (requires attunement) |
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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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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. |
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Potion of Healing | common | DDHC00-GSM | Show | |||
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 Greater Healing | uncommon | SJ-DC-RTR-06 Search for Salty Sailors | Show | |||
Notes:
4d4+4 Healing |
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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. |
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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. |