Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
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.

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.

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.

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.

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.

Quasit Belohnung rare Keys from the Golden Vault - Heart of Ashes Show
Notes:

Spellscroll of Aura of Life

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.

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.

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.

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.

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.

Potion of Greater Healing uncommon SJ-DC-RTR-06 Search for Salty Sailors Show
Notes:

4d4+4 Healing

Bag of Holding uncommon Keys from the golden vault Show
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.

Mithral Plate Armor uncommon Keys from the golden vault Show
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.

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.