Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ 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.
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.
☐ 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.
☐ 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.
☐ 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.
Healer's Kite
common
Last Flight of the Orca (SJ-DC-DWR-02)
Last Flight of the Orca (SJ-DC-DWR-02)
Show
☐ 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 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.
☐ 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.
☐ 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.
☐ 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.”
☐ 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.
☐ Dread Helm
common
CCC-GLIP-01-03
CCC-GLIP-01-03
Show
Notes:
Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. This item can be found in Xanathar’s Guide to Everything.
☐ 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.”
☐ 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.
☐ 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.
☐ 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.
☐ 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.
☐ 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.”
☐ 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 | |
|---|---|---|---|---|---|---|
| ☐ 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. |
||||||
| 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. |
||||||
| ☐ 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. |
||||||
| ☐ 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) 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. |
||||||
| ☐ 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: |
||||||
| Healer's Kite | common | Last Flight of the Orca (SJ-DC-DWR-02) | Last Flight of the Orca (SJ-DC-DWR-02) | Show | ||
| ☐ 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 |
||||||
| ☐ 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. |
||||||
| ☐ Mace of Terror | common | DDHC-CoS - Strahd Must Die Tonight! | DDHC-CoS - Strahd Must Die Tonight! | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) 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. |
||||||
| ☐ Chest of Preserving | common | DC-PoA-TDG01-09 Wyrm Walkers | DC-PoA-TDG01-09 Wyrm Walkers | Show | ||
|
Notes:
“Chest of Ryboslav ” |
||||||
| ☐ 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.” |
||||||
| ☐ Horn of Silent Alarm | common | Mad Effect Retribution (SJ-DC-MAD-02) | Mad Effect Retribution (SJ-DC-MAD-02) | Show | ||
|
Notes:
Wondrous Item, common |
||||||
| ☐ Dread Helm | common | CCC-GLIP-01-03 | CCC-GLIP-01-03 | Show | ||
|
Notes:
Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. This item can be found in Xanathar’s Guide to Everything. |
||||||
| ☐ 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.” |
||||||
| ☐ Potion of Healing | common | Spelljammer of the Damned (SJ-DC-LNS-01) | Spelljammer of the Damned (SJ-DC-LNS-01) | Show | ||
|
Notes:
Potion, common |
||||||
| ☐ 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. |
||||||
| ☐ 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. |
||||||
| ☐ 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. |
||||||
| ☐ Spell Scroll of Mind Spike | common | DC-PoA-TDG01-09 Wyrm Walkers | DC-PoA-TDG01-09 Wyrm Walkers | Show | ||
|
Notes:
Spell Scroll, common. |
||||||
| ☐ 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. |
||||||