Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
☐ 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.

☐ Mace of Terror common DDHC-CoS - Strahd Must Die Tonight! DDHC-CoS - Strahd Must Die Tonight! Show
Notes:

Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ Doss Lute common DDHC-CoS - Strahd Must Die Tonight! DDHC-CoS - Strahd Must Die Tonight! Show
Notes:

Doss lute

Uncommon

Animal friendship, protection from energy (fire only), protection from poison

Wondrous Item, varies (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

☐ Plate +2 common DDHC-CoS - Strahd Must Die Tonight! DDHC-CoS - Strahd Must Die Tonight! Show
Notes:

You have a +2 bonus to AC while wearing this armor.

☐ 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

☐ 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.

☐ 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.

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

☐ Chronomatic Crystal (Elemental Essence Shard) rare Starting Play at Level 5 Fire Thieves (SJ-DC-LEGIT-SB-01) Show
Notes:

Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Elemental Essence Shards table to determine the shard’s essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.

☐ Amulet of the Devout +3 very_rare BMG-DRW-OD-06 We Almost Had It All Service Hours Award_Very Rare 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

☐ Glaive +2 rare TTYP-White Plume Mountain Trade Log Show
Notes:

You have +2 to attack and damage with this weapon

☐ 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.

☐ Dark Shard Amulet common PS-DC-PKL-05 - Mass Hysteria PS-DC-PKL-05 - Mass Hysteria Show
Notes:

Wondrous item, common (requires attunement by a warlock)

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.

☐ Astral Shard rare PS-DC-PKL-05 - Mass Hysteria PS-DC-PKL-05 - Mass Hysteria Show
Notes:

Wondrous item, rare (requires attunement by a sorcerer)

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action you can attach the shard to a tiny object (such as a weapon or a piece of jewelry) or detach it. It falls of if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space within 30 feet of you.

While the Astral Shard is in the possession of a creature, the creature is able to understand Draconic.

☐ 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.

☐ Bulletproof Vest (Breastplate +1) rare Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Club Diamond (SJ-DC-LEGIT-SB-02) - Session Two Show
Notes:

Special Flavor: "Strange Material. This armour is composed of ceramic plates and a weave of synthetic aramid fibers, rather than leather and metal." This means it is druid friendly. It is described as, "A black tactical vest meant to block ballistic fire. A removable patch on the back reads 'SUNCORP SECURITY'.")

☐ 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