Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
🗹 (R) Figurine of Wondrous Power (Ebony Fly) rare SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out Show
Notes:

Wondrous Item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.

🗹 (C) Cloak of Many Fashions common SJ-DC-AMAK-01: You better watch out SJ-DC-AMAK-01: You better watch out 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.

🗹 (C) Horn of Silent Alarm common SJ-DC-AMAK-02: Enemy within SJ-DC-AMAK-02: Enemy within 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.

☐ (UC) Dust of Dissappearance (Consumeable) uncommon SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Wondrous Item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

☐ (R) Muttering Morning (Morningstar +2) rare SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

weapon, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.

🗹 (C) Tankard of Sobriety common SJ-DC-AMAK-03: The Feast of the Devoured SJ-DC-AMAK-03: The Feast of the Devoured Show
Notes:

Wondrous Item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.