Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ 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.

☐ Periapt of Wound Closure (Ilmater’s Bleeding Heart) uncommon CCC-GHC-BK1-08 The Hunt for Cutter Jack Trade Log Show
Notes:

Uncommon
Wondrous Item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

☐ 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.

☐ Goggles of Night uncommon DDAL 10-01 The Frozen North DDAL 10-01 The Frozen North Show
☐ Potion of Greater Healing uncommon Dohwar Heist (SJ-DC-DWR-01) Dohwar Heist (SJ-DC-DWR-01) Show
☐ 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.

☐ Potion of Greater Healing uncommon Mad Effect Retribution (SJ-DC-MAD-02) Mad Effect Retribution (SJ-DC-MAD-02) Show
☐ 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.

☐ Spellwrought Tattoo (Clairvoyance) uncommon Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Wondrous Item (Tattoo), Uncommon (Consumable)
Produced by a special needle, this magic tattoo con-
tains the clairvoyance spell, wrought on your skin by a
magic needle. To use the tattoo, you must hold the needle
against your skin and speak the command word. The nee-
dle turns into ink that becomes the tattoo, which appears
on the skin in whatever design you like. Once the tattoo is
there, you can cast its spell, requiring no material com-
ponents. The tattoo glows faintly while you cast the spell
and for the spell's duration. Once the spell ends, the tattoo
vanishes from your skin.
This needle etches lines of metallic gold and silver into
your skin.
This item can be found in Tasha's Cauldron of
Everything (TCE)

☐ Clothes of Mending (with Illusion special property) uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
☐ Spellwrought Tattoo of Counterspell uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
☐ Potion of Radiant Resistance uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
☐ Spell Scroll of Aura of Vitality uncommon Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) Show
☐ 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 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 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.

Farenor's Cloak of Many Fashions (Special Property) common Last Flight of the Orca (SJ-DC-DWR-02) Show
Notes:

Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.

☐ Acid (vial) common DDEX1-11 Dark Pyramid of Sorcerer's Isle DDEX1-11 Dark Pyramid of Sorcerer's Isle Show
Notes:

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

☐ Chest of Preserving common DC-PoA-TDG01-09 Wyrm Walkers DC-PoA-TDG01-09 Wyrm Walkers Show
Notes:

“Chest of Ryboslav ”
Wondrous Item, common
This common wondrous item has the
following magical property: food and other
perishable items do not age or decay while
inside it. The chest is 2½ feet long, 1½ feet
wide, and 1 foot tall with a half-barrel lid. It
weighs 25 pounds.