Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of many Fashions
uncommon
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?
Cigar smoke tattoo (Coiling Grasp Tattoo)
common
SJ-DC-YZ- 01 - 01 Easy Task gone wrong
Show
Notes:
Uncommon
Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process.
When the attunement is complete, the cigar 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 cigar reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim.
The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke.
When the effect is used the tendril takes form of a smoke tentacle aswell.
Potion of Rope Trick
uncommon
SJA-03 - Realmspace Sortie!
Show
Notes:
Uncommon
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller Creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and Spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.
Bag of Holding
uncommon
SJA-04 - Behold H'Catha
Show
Notes:
Woundrous
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Studded Leather Armor +1 mit Guardian
rare
SJ-DC-YZ - 02 - 02 No light, no hope
Show
Notes:
This Studded Leather Armor is made from black Leather and harmless metal spikes.
You have a +1 bonus to AC while wearing this armor.
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Deck of Illusions
uncommon
SJ-DC-YZ - 02 - 02 No light, no hope
Show
Notes:
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 can’t be used again.
Spellwrought tattoo (Guidance).
common
SJ-DC-YZ - 02 - 02 No light, no hope
Show
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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 needle 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 components. 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.
Magic Missle Scroll (von altem Buchhändler)
uncommon
SJ-DC-YZ - 02 - 02 No light, no hope
Show
Amulet of Health
rare
Rare and Uncommon Award
Show
Notes:
Requires Attunement
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
gammliges Purplewurmfleisch (Potion of Poison)
uncommon
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Wargong of the Gnolls
rare
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Rhythm Maker's Drum
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.
Masquerade Tattoo
common
SJ-DC-YZ – 02 – 03 – 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.
Name | Rarity | Location | Table | Result | Source | |
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Cloak of many Fashions | uncommon | 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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Cigar smoke tattoo (Coiling Grasp Tattoo) | common | SJ-DC-YZ- 01 - 01 Easy Task gone wrong | Show | |||
Notes:
Uncommon Tattoo Attunement. To attune to this item, you hold the cigar to your skin where you want the tattoo to appear, pressing the cigar there throughout the attunement process. When the attunement is complete, the cigar 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 cigar reappears in your space. Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature. Minor property: As Smoke surrounds your body you float on water and other liquids. You have advantage on Strength (Athletics) checks to swim. The needle looks like a normal half smoked cigar. Once it is applied to the skin your tattoo looks like a tentake made out of smoke. |
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Potion of Rope Trick | uncommon | SJA-03 - Realmspace Sortie! | Show | |||
Notes:
Uncommon You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an Invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller Creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and Spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends. |
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Bag of Holding | uncommon | SJA-04 - Behold H'Catha | Show | |||
Notes:
Woundrous This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Studded Leather Armor +1 mit Guardian | rare | SJ-DC-YZ - 02 - 02 No light, no hope | Show | |||
Notes:
This Studded Leather Armor is made from black Leather and harmless metal spikes. You have a +1 bonus to AC while wearing this armor. Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Deck of Illusions | uncommon | SJ-DC-YZ - 02 - 02 No light, no hope | Show | |||
Notes:
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 can’t be used again. |
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Spellwrought tattoo (Guidance). | common | SJ-DC-YZ - 02 - 02 No light, no hope | Show | |||
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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 needle 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 components. 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. |
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Magic Missle Scroll (von altem Buchhändler) | uncommon | SJ-DC-YZ - 02 - 02 No light, no hope | Show | |||
Amulet of Health | rare | Rare and Uncommon Award | Show | |||
Notes:
Requires Attunement Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. |
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gammliges Purplewurmfleisch (Potion of Poison) | uncommon | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |
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Wargong of the Gnolls | rare | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
Rhythm Maker's Drum 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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Masquerade Tattoo | common | SJ-DC-YZ – 02 – 03 – 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. |