Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Glaive +2
rare
TTYP-White Plume Mountain
Trade Log
Show
Notes:
You have +2 to attack and damage with this weapon
☐ 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.
☐ Hand Crossbow +1
uncommon
Starting Play at Level 5
Starting Play at Level 5
Show
☐ 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.”
☐ 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.”
☐ Cloak of the Bat “Doom Cloak”
rare
Spelljammer of the Damned (SJ-DC-LNS-01)
Spelljammer of the Damned (SJ-DC-LNS-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. Dungeon Master's Guide, pg. 159
“This ruby red cloak shimmers in the light of the moon and reflects a
blood red light in the sun.”
Guardian. The item screeches ultrasonic echoes warning to its
bearer, granting a +2 bonus to initiative if the bearer isn’t
incapacitated.
☐ 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.
☐ The Poncho With No Name (Cloak of Many Fashions)
common
SJ-DC-ECHO-03 Gold Rush
SJ-DC-ECHO-03 Gold Rush
Show
Notes:
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.**
☐ 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 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.
☐ 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.
☐ Wand of Fireballs
rare
SJ-DC-ECHO-03 Gold Rush
SJ-DC-ECHO-03 Gold Rush
Show
Notes:
WAND OF FIREBALLS
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
This item is found in the Dungeon Master’s Guide.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Forged in the City of Brass by an efreeti smith, this wand is made of pure adamantine. Ripples of folded metal swirl across the haft of the wand, a product of the ten thousand hammer blows used to shape it.
☐ Mace of Smiting
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Mantle of Spell Resistance
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Service Hours Awarded
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ 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 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.
☐ Spellwrought Tattoo of Counterspell
uncommon
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Show
☐ Clothes of Mending (with Illusion special property)
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
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Glaive +2 | rare | TTYP-White Plume Mountain | Trade Log | Show | ||
|
Notes:
You have +2 to attack and damage with this weapon |
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| ☐ 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) 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. |
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| ☐ Hand Crossbow +1 | uncommon | Starting Play at Level 5 | Starting Play at Level 5 | Show | ||
| ☐ 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
“The spell scroll is made from the bark of an undead tree.” |
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| ☐ 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 “The spell scroll is made from dried skin of unknown origin.” |
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| ☐ Cloak of the Bat “Doom Cloak” | rare | Spelljammer of the Damned (SJ-DC-LNS-01) | Spelljammer of the Damned (SJ-DC-LNS-01) | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) “This ruby red cloak shimmers in the light of the moon and reflects a Guardian. The item screeches ultrasonic echoes warning to its |
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| ☐ Potion of Healing | common | Spelljammer of the Damned (SJ-DC-LNS-01) | Spelljammer of the Damned (SJ-DC-LNS-01) | Show | ||
|
Notes:
Potion, common |
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| ☐ The Poncho With No Name (Cloak of Many Fashions) | common | SJ-DC-ECHO-03 Gold Rush | SJ-DC-ECHO-03 Gold Rush | Show | ||
|
Notes:
Wondrous Item, common |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ Wand of Fireballs | rare | SJ-DC-ECHO-03 Gold Rush | SJ-DC-ECHO-03 Gold Rush | Show | ||
|
Notes:
WAND OF FIREBALLS This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. This item is found in the Dungeon Master’s Guide. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Forged in the City of Brass by an efreeti smith, this wand is made of pure adamantine. Ripples of folded metal swirl across the haft of the wand, a product of the ten thousand hammer blows used to shape it. |
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| ☐ Mace of Smiting | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Weapon (mace), rare When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Mantle of Spell Resistance | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Service Hours Awarded | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| ☐ 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. |
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| ☐ 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. |
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| ☐ 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: |
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| ☐ Spellwrought Tattoo of Counterspell | uncommon | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Show | ||
| ☐ Clothes of Mending (with Illusion special property) | 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 | ||