Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
☐ Spellwrought Tattoo of Counterspell uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
☐ Horn of Silent Alarm common Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
Notes:

Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

☐ Scroll of Lesser Restoration rare Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
Notes:

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

☐ Net +2 rare Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
Notes:

Weapon (any), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.

Minor property
Unbreakable. This item cannot be broken by any normal means.

☐ Potion of Hill Giant Strength rare Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
Notes:

Potion, varies
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). 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 giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

Type of Giant Strength Rarity
Potion of Hill Giant Strength 21 Uncommon
Potion of Frost Giant Strength 23 Rare
Potion of Stone Giant Strength 23 Rare
Potion of Fire Giant Strength 25 Rare
Potion of Cloud Giant Strength 27 Very Rare
Potion of Storm Giant Strength 29 Legendary

☐ Potion of Greater Healing uncommon Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
Spell Scroll of Create Spelljamming Helm rare Last Flight of the Orca (SJ-DC-DWR-02) Last Flight of the Orca (SJ-DC-DWR-02) Show
Healer's Kite common Last Flight of the Orca (SJ-DC-DWR-02) Last Flight of the Orca (SJ-DC-DWR-02) Show
Superior Healing Potion rare Last Flight of the Orca (SJ-DC-DWR-02) Last Flight of the Orca (SJ-DC-DWR-02) Show
☐ Fish Suit very_rare Last Flight of the Orca (SJ-DC-DWR-02) Last Flight of the Orca (SJ-DC-DWR-02) Show
☐ Amulet of the Devout +2 rare DRW-11 Shadows in the Stacks Trade Log Show
Notes:

Wondrous Item, varies (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs of your spells. The bonus is determined by the amulet’s rarity.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3

☐ Smokepowder (packet) uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) 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.

☐ Sweet HoneyFish Mooncake (Keoghtom's Ointment) x4 uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
Notes:

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

☐ Bat Burglar Cloak (Cloak of the Bat) rare Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
Notes:

Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Dohwar Plushie (Talking doll) common Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) 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. This item is found in Xanathar’s Guide to Everything. Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.

☐ Potion of Greater Healing uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
☐ Goggles of Night uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

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.

☐ Stone of Good Luck (Luckstone) uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

☐ Ring of Jumping uncommon DDHC-KGV-03 - Reach for the Stars Trade Log Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

☐ Weapon of Warning (Scimitar) uncommon DDHC-JRC-05-Sins of our Elders DDHC-JRC-05-Sins of our Elders Show
Notes:

Can only be used in Radiant Citadel.