Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
๐น (C) Cloak of Many Facions (Loud)
common
SJ-DC-YZ- 01 - 01 Easy Task gone wrong
SJ-DC-YZ- 01 - 01 Easy Task gone wrong
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.
This cape is in a beautiful red tone with golden seam. On the back it has a big open mouth in the same golden color.
Quirk: Loud: When activated the mouth on the back of the cloak shouts out: Ohh, a pretty boy/girl! Seems like my looks aren't fine enough for you?
๐น (C) Flask of Sobriety (Tankard of Soriety)
common
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
Show
Notes:
Wondrous item, common
This flask 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 flask has no effect on magical liquids or harmful substances such as poison.
Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey.
Message: The treasure you may seek is in the ruin of "Al Kha Thun"
โ (UC/AT) Guardian Guardian Emblem
uncommon
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you!
Show
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Minor Poperty:
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
๐น (UC/AT) Winged Boots
uncommon
DDEX2-10 Cloaks And Shadows
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they arenโt in use.
โ (UC/AT) Shaman's Ring (Pearl of Power)
uncommon
SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy
SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy
Show
Notes:
Wondrous item, uncommon (requires Attunement by a spellcaster)
While this pearl is on your person, you can use an Action to speak this pearlโs Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it canโt be used again until the next dawn.
Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it.
โ (C/AT) Mask of the Shaman (Hat of Wizardry)
common
SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy
SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. 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.
Language: The bearer can speak and understand draconic while the item is worn.
๐น (UC/AT) All-Purpose Tool +1
uncommon
Season 12 Player's Guide
SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy
Show
Notes:
Wondrous item, uncommon (+1) (requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
๐น (R/AT) Mantle of Spell Resistance
rare
Season 12 Service Rewards
Assign Service Reward
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on Saving Throws against Spells while you wear this cloak.
๐น (C) Pocket Watch (Talking Doll)
common
SJ-DC-YZ โ 02 โ 01 โ where the path may lead us
SJ-DC-YZ โ 02 โ 01 โ where the path may lead us
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 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.
The pocket watch may say one of the following sentences:
Roll 1d8
1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It's killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.
โ (R) Wooden Beacon Greatsword +2
rare
SJ-DC-YZ โ 02 โ 01 โ where the path may lead us
SJ-DC-YZ โ 02 โ 01 โ where the path may lead us
Show
Notes:
Weapon (greatsword), rare
You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.
โ (UC) Deck of Illusions (5 Cards)
uncommon
SJ-DC-YZ 02-02 No light, no hope
SJ-DC-YZ 02-02 No light, no hope
Show
Notes:
Uncommon (Consumeable)
This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.
(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card canโt be used again.
โ (UC/AT) Bracers of Archery
uncommon
DC-PoA Excuse Me, I Need This
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
โ (R) +1 Chain Mail
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
Trade Log
Show
โ (UC/AT) Wargong of the Gnolls (Rhythm Maker's Drum +2)
uncommon
SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space
SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space
Show
Notes:
Wondrous item rare (+2) (requires attunement by a bard)
While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.
As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.
Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.
โ (C/AT) Masquerade Tattoo
common
SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space
SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
This tattoo takes the form of a bright shooting star.
โ (C) Kette des Gefallenen (Rope of Mending)
common
SJ-DC-YZ โ 02 โ 04 โ The Dark Dome
SJ-DC-YZ โ 02 โ 04 โ The Dark Dome
Show
Notes:
Wondrous item, common
You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed.
Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel
โ (R/AT) Blutkristall (Elemental Essence Shard: Water)
rare
SJ-DC-YZ โ 02 โ 04 โ The Dark Dome
SJ-DC-YZ โ 02 โ 04 โ The Dark Dome
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.
Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun.
โ (R/AT) Wand of Lightning Bolts
rare
DDAL08-09 Fangs and Frogs
DDAL08-09 Fangs and Frogs
Show
Notes:
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 lightning bolt 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 wandโs last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used.
Name | Rarity | Location | Table | Result | Source | |
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๐น (C) Cloak of Many Facions (Loud) | common | SJ-DC-YZ- 01 - 01 Easy Task gone wrong | SJ-DC-YZ- 01 - 01 Easy Task gone wrong | 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. This cape is in a beautiful red tone with golden seam. On the back it has a big open mouth in the same golden color. Quirk: Loud: When activated the mouth on the back of the cloak shouts out: Ohh, a pretty boy/girl! Seems like my looks aren't fine enough for you? |
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๐น (C) Flask of Sobriety (Tankard of Soriety) | common | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | Show | ||
Notes:
Wondrous item, common Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. The message can be seen if the flask is filled with whiskey. Message: The treasure you may seek is in the ruin of "Al Kha Thun" |
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โ (UC/AT) Guardian Guardian Emblem | uncommon | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | SJ-DC-YZ- 01 - 02 Emergency Call, #93742 needs you! | Show | ||
Notes:
Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead. The emblem regains all expended charges daily at dawn. Minor Poperty: |
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๐น (UC/AT) Winged Boots | uncommon | DDEX2-10 Cloaks And Shadows | Trade Log | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they arenโt in use. |
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โ (UC/AT) Shaman's Ring (Pearl of Power) | uncommon | SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy | SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy | Show | ||
Notes:
Wondrous item, uncommon (requires Attunement by a spellcaster) While this pearl is on your person, you can use an Action to speak this pearlโs Command word and regain one expended spell slot. If the expended slot was 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it canโt be used again until the next dawn. Sentinel: The pearl glows faintly when a Elemental is within 120 feet of it. |
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โ (C/AT) Mask of the Shaman (Hat of Wizardry) | common | SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy | SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy | Show | ||
Notes:
Wondrous item, common (requires attunement by a wizard) This antiquated, weird shaped Mask reminds of Dragonborn & Lozardfolk Shamans. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. Language: The bearer can speak and understand draconic while the item is worn. |
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๐น (UC/AT) All-Purpose Tool +1 | uncommon | Season 12 Player's Guide | SJ-DC-YZ โ 01 โ 03 โ Shaman's Legacy | Show | ||
Notes:
Wondrous item, uncommon (+1) (requires attunement by an artificer) This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. |
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๐น (R/AT) Mantle of Spell Resistance | rare | Season 12 Service Rewards | Assign Service Reward | Show | ||
Notes:
Wondrous item, rare (requires attunement) You have advantage on Saving Throws against Spells while you wear this cloak. |
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๐น (C) Pocket Watch (Talking Doll) | common | SJ-DC-YZ โ 02 โ 01 โ where the path may lead us | SJ-DC-YZ โ 02 โ 01 โ where the path may lead us | 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 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. Roll 1d8 |
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โ (R) Wooden Beacon Greatsword +2 | rare | SJ-DC-YZ โ 02 โ 01 โ where the path may lead us | SJ-DC-YZ โ 02 โ 01 โ where the path may lead us | Show | ||
Notes:
Weapon (greatsword), rare You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. |
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โ (UC) Deck of Illusions (5 Cards) | uncommon | SJ-DC-YZ 02-02 No light, no hope | SJ-DC-YZ 02-02 No light, no hope | Show | ||
Notes:
Uncommon (Consumeable) This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left. (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker) The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card canโt be used again. |
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โ (UC/AT) Bracers of Archery | uncommon | DC-PoA Excuse Me, I Need This | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) |
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โ (R) +1 Chain Mail | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | Trade Log | Show | ||
โ (UC/AT) Wargong of the Gnolls (Rhythm Maker's Drum +2) | uncommon | SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space | SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space | Show | ||
Notes:
Wondrous item rare (+2) (requires attunement by a bard) While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity. As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn. Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person. |
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โ (C/AT) Masquerade Tattoo | common | SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space | SJ-DC-YZ โ 02 โ 03 โ Gnarling in Space | Show | ||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This tattoo takes the form of a bright shooting star. |
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โ (C) Kette des Gefallenen (Rope of Mending) | common | SJ-DC-YZ โ 02 โ 04 โ The Dark Dome | SJ-DC-YZ โ 02 โ 04 โ The Dark Dome | Show | ||
Notes:
Wondrous item, common You can cut this 50-foot coil of metal chain into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A chain of mending is forever shortened if a section of it is lost or destroyed. Strange Material: The item was created from a material that is bizzare given its purpose. Its durability is unaffected. Material: Steel |
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โ (R/AT) Blutkristall (Elemental Essence Shard: Water) | rare | SJ-DC-YZ โ 02 โ 04 โ The Dark Dome | SJ-DC-YZ โ 02 โ 04 โ The Dark Dome | 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. Water. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone. Key: The item is used to unlock the chamber of the necromancer on Shal'Khazhun. |
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โ (R/AT) Wand of Lightning Bolts | rare | DDAL08-09 Fangs and Frogs | DDAL08-09 Fangs and Frogs | Show | ||
Notes:
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 lightning bolt 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 wandโs last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. This black wand is decorated with symbol of the goddess Shar. The wielder forgets their Bonds for 10 minutes each time the wand is used. |