Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Fire Breath uncommon PS-DC-PKL-05 - Mass Hysteria PS-DC-PKL-05 - Mass Hysteria Show
Notes:

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.

☐ Potion of Fire Resistance common SJ-DC-ECHO-03 Gold Rush SJ-DC-ECHO-03 Gold Rush Show
Notes:

Potion, uncommon

When you drink this potion, you gain resistance to fire damage for 1 hour.

This item is found in the Dungeon Master’s Guide.

This fiery liquor is infused with magical energy from the Elemental Plane of Fire. Its spicy, peppery notes are followed by a smoky aftertaste.

☐ Potion of Greater Healing uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
☐ Potion of Greater Healing uncommon Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
☐ Potion of Healing uncommon DDAL05-12 Bad Business in Parnast DDAL05-12 Bad Business in Parnast Show
☐ Potion of Healing common Spelljammer of the Damned (SJ-DC-LNS-01) Spelljammer of the Damned (SJ-DC-LNS-01) Show
Notes:

Potion, common
You regain 2d4+2 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.

☐ Potion of Healing common SJ-DC-ECHO-03 Gold Rush SJ-DC-ECHO-03 Gold Rush Show
Notes:

Potion, common

You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

☐ Potion of Healing x2 uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
☐ 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 Invisibility very_rare AL Vendor within module Club Diamond (SJ-DC-LEGIT-SB-02) Purchase Log Show
Notes:

Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

☐ Potion of Radiant Resistance uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
Potion of Superior Healing rare CCC-OCC-01 Red War: Housekeeping CCC-OCC-01 Red War: Housekeeping Show
☐ Rapier of Wounding rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
Notes:

Weapon (any sword), rare (requires attunement) Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

☐ 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.

☐ 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.

☐ 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.

☐ Smokepowder (packet) common SJ-DC-ECHO-03 Gold Rush SJ-DC-ECHO-03 Gold Rush 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.

This item is found in Waterdeep: Dragon Heist.

Note: Smokepowder is awarded in a packet of five shots and includes bullets. While the bullets are not magical, in this instance they are included with the smokepowder. To simplify accounting deduct 6 gp (the cost of 20 bullets) from the portable item budget when awarding this consumable.

☐ Spell of Otiluke's Resilient Sphere rare DDAL-CGB Cloud Giant's Bargain DDAL-CGB Cloud Giant's Bargain Show
☐ Spell scroll 1st level: Cause Fear common Spelljammer of the Damned (SJ-DC-LNS-01) Spelljammer of the Damned (SJ-DC-LNS-01) Show
Notes:

Spell Scroll, common
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become
frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for
each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Player’s Handbook, pg. 240

“The spell scroll is made from dried skin of unknown origin.”

☐ Spell scroll 1st level: Protection from Evil and Good common Spelljammer of the Damned (SJ-DC-LNS-01) Spelljammer of the Damned (SJ-DC-LNS-01) Show
Notes:

Spell Scroll, common
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw
against the relevant effect.

  • - (holy water or powdered silver and iron, which the spell consumes) Player’s Handbook, pg. 240

“The spell scroll is made from the bark of an undead tree.”