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.
☐ 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.
☐ 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.**
Syranna’s Folly (Oathbow)
very_rare
CCC-OCC-01 Red War: Housekeeping
CCC-OCC-01 Red War: Housekeeping
Show
Notes:
Syranna’s Folly (Oathbow). Very Rare Attunement.
This elven bow has the soul of a Thayan rebel permanently and irreversibly entwined within it, her sigil defiled and etched into the grip. When attuned, the bearer can speak and understand Thayan, in addition to receiving the following Bond: “I will not be at peace until Szass Tam and his plots are erased from existence”. This item can be found in Appendix 8
☐ 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.
Superior Healing Potion
rare
Last Flight of the Orca (SJ-DC-DWR-02)
Last Flight of the Orca (SJ-DC-DWR-02)
Show
☐ 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.
☐ Spellwrought Tattoo of Counterspell
uncommon
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Show
☐ 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)
☐ Spell Scroll of Mind Spike
common
DC-PoA-TDG01-09 Wyrm Walkers
DC-PoA-TDG01-09 Wyrm Walkers
Show
Notes:
Spell Scroll, common.
A spell scroll bears the words of a 1st level
spell ‘mind spike’, written in a mystical
cipher. If the spell is on your class’s spell list,
you can read the scroll and cast its spell
without providing any material components.
Otherwise, the scroll is unintelligible. Casting
the spell by reading the scroll requires the
spell’s normal casting time. Once the spell is
cast, the words on the scroll fade, and it
crumbles to dust. If the casting is
interrupted, the scroll is not lost.
“ Written in gnome squidling ink, a Illithid
motif purple-black scroll radiates a faint
psionic pulse.”
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
Spell Scroll of Contingency
rare
CCC-OCC-01 Red War: Housekeeping
CCC-OCC-01 Red War: Housekeeping
Show
☐ Spell Scroll of Aura of Vitality
uncommon
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
Mergers & Acquisitions (SJ-DC-LEGIT-SB-03)
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.”
☐ Spell of Otiluke's Resilient Sphere
rare
DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
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.
☐ 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.
☐ 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.
☐ 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.
| 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. |
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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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| ☐ 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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| Syranna’s Folly (Oathbow) | very_rare | CCC-OCC-01 Red War: Housekeeping | CCC-OCC-01 Red War: Housekeeping | Show | ||
|
Notes:
Syranna’s Folly (Oathbow). Very Rare Attunement. |
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| ☐ 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. |
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| Superior Healing Potion | rare | Last Flight of the Orca (SJ-DC-DWR-02) | Last Flight of the Orca (SJ-DC-DWR-02) | Show | ||
| ☐ Stone of Good Luck (Luckstone) | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Spellwrought Tattoo of Counterspell | uncommon | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Show | ||
| ☐ 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) |
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| ☐ Spell Scroll of Mind Spike | common | DC-PoA-TDG01-09 Wyrm Walkers | DC-PoA-TDG01-09 Wyrm Walkers | Show | ||
|
Notes:
Spell Scroll, common. |
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| 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 | ||
| Spell Scroll of Contingency | rare | CCC-OCC-01 Red War: Housekeeping | CCC-OCC-01 Red War: Housekeeping | Show | ||
| ☐ Spell Scroll of Aura of Vitality | uncommon | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | Mergers & Acquisitions (SJ-DC-LEGIT-SB-03) | 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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| ☐ Spell of Otiluke's Resilient Sphere | rare | DDAL-CGB Cloud Giant's Bargain | DDAL-CGB Cloud Giant's Bargain | Show | ||
| ☐ Smokepowder (packet) | uncommon | Dohwar Heist (SJ-DC-DWR-01) | Dohwar Heist (SJ-DC-DWR-01) | Show | ||
|
Notes:
Wondrous item, uncommon |
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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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| ☐ 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. |
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| ☐ 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. |
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