Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Serpent Scale Armor
uncommon
DDHC-CandleKeep Mysteries-Book of Cylinders
Trade Log
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
☐ Wand of Web
uncommon
LN-1 Fuzzytale Farm and the Frightful Candy Goat
LN-1 Fuzzytale Farm and the Frightful Candy Goat
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
☐ Potion of Healing
common
LN-1 Fuzzytale Farm and the Frightful Candy Goat
LN-1 Fuzzytale Farm and the Frightful Candy Goat
Show
☐ Harengon Spirit Club (Eventitem)
common
LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
LN-1 Fuzzytale Farm and the Frightful Candy Goat
Show
Notes:
This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn.
☐ Cloak of Displacement
rare
Service Hours Award_Rare
Service Hours Award_Rare
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
☐ Potion of Healing
common
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
☐ Javelin of Lightning
uncommon
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
☐ Find Familiar
uncommon
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Spell scroll 1st level: Spell Scroll, uncommon 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. 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. * - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Player’s Handbook , pg. 240 “The spell scroll is made from dried flumph skin.”
☐ Potion of Comprehension
uncommon
SJ-DC-FLUMPH-01 Flurry of Flumphs
SJ-DC-FLUMPH-01 Flurry of Flumphs
Show
Notes:
Reward: Potion, common When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.
☐ Javelin of Lightning
uncommon
SJ-DC-ISL-01 Speck in the Sky
SJ-DC-ISL-01 Speck in the Sky
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Smokepowder
uncommon
SJ-DC-ISL-01 Speck in the Sky
SJ-DC-ISL-01 Speck in the Sky
Show
Notes:
Wondrous Item, uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.
If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert.
☐ Arcane Grimoire +1
uncommon
Starting Play at Level 5
Trade Log
Show
Notes:
Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Serpent Scale Armor | uncommon | DDHC-CandleKeep Mysteries-Book of Cylinders | Trade Log | Show | ||
|
Notes:
Armor (scale mail), uncommon This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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| ☐ Wand of Web | uncommon | LN-1 Fuzzytale Farm and the Frightful Candy Goat | LN-1 Fuzzytale Farm and the Frightful Candy Goat | Show | ||
|
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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| ☐ Potion of Healing | common | LN-1 Fuzzytale Farm and the Frightful Candy Goat | LN-1 Fuzzytale Farm and the Frightful Candy Goat | Show | ||
| ☐ Harengon Spirit Club (Eventitem) | common | LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | LN-1 Fuzzytale Farm and the Frightful Candy Goat | Show | ||
|
Notes:
This knotted club houses the spirit of a harengon. While wieding the club, your ears grow long like hare's ears, granting you advantage on Wisdom (Peception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until next dawn. |
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| ☐ Cloak of Displacement | rare | Service Hours Award_Rare | Service Hours Award_Rare | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| ☐ Potion of Healing | common | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Potion, common You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. |
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| ☐ Javelin of Lightning | uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Javelin of Lightning “Rrakkma’s Smite” Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. Dungeon Master's Guide, p. 178 “This obsidian and silver-blue javelin radiates sparks of electricity when it makes contact with metal or flesh, the phrase ‘Rrakkma’ is etched into the metal in Gith.’” Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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| ☐ Find Familiar | uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Spell scroll 1st level: Spell Scroll, uncommon 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. 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. * - (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Player’s Handbook , pg. 240 “The spell scroll is made from dried flumph skin.” |
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| ☐ Potion of Comprehension | uncommon | SJ-DC-FLUMPH-01 Flurry of Flumphs | SJ-DC-FLUMPH-01 Flurry of Flumphs | Show | ||
|
Notes:
Reward: Potion, common When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. |
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| ☐ Javelin of Lightning | uncommon | SJ-DC-ISL-01 Speck in the Sky | SJ-DC-ISL-01 Speck in the Sky | Show | ||
|
Notes:
Weapon (javelin), uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Smokepowder | uncommon | SJ-DC-ISL-01 Speck in the Sky | SJ-DC-ISL-01 Speck in the Sky | Show | ||
|
Notes:
Wondrous Item, uncommon Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. |
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| ☐ Arcane Grimoire +1 | uncommon | Starting Play at Level 5 | Trade Log | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. RARITY BONUS |
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