Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Heward's Handy Haversack Wondrous item, rare uncommon DDHC-JRC-02 Written in Blood DDHC-JRC-02 Written in Blood Show
Notes:

Wondrous item, rare

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

🗵Eyes of the Eagle uncommon FR-DC-FOS-06 Down to Safety FR-DC-FOS-06 Down to Safety Show
Notes:

Eyes of the Eagle

Wondrous item, uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.

In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Minor Property: Gleaming

This item never gets dirty.

Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss.

Goggles of Night uncommon TftYP: White Plume Mountain Show
Notes:

Goggles of Night
Wondrous Item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Notes: Sense: Darkvision, Detection, Eyewear

Stone of Good Luck uncommon TftYP: White Plume Mountain Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

FOS-06 Story Award: Ferryman's Fee common FR-DC-FOS-06 Down to Safety Show
Notes:

FOS-06 Story Award: Ferryman's Fee (nicht al legal nur in FR-DC-FOS-06 Down to Safety)

Wondrous item, rare (cannot be used by clerics, paladins, druids, warlocks - except Pact of the Fiend - and neither by any character who is lawful good)

You found this odd coin under the tongue of an orc. It smells of smoke and foul water, with an aftertaste of sulfur.

Maybe you can use it to extend some control over the next fiend who crosses your path.

As an action, you can put this coin under your tongue and try to dominate a fiend (max. CR 4) you can see within 60 ft. for 1d6 rounds.

The fiend makes a Wisdom saving throw:

CR 4: DC 13

CR 3: DC 14

CR 2: DC 15

CR 1: DC 16

below CR 1: automatic fail

After the domination ends, the fiend's behaviour depends on the kind of command it was issued and on the intent of the person who dominated it (protecting children = negative, slaughter guards who caught you stealing = good, etc.).

Iit may even serve you afterwards, if it sees you worthy of its devilish powers (or thinks it can corrupt your soul by doing your bidding).

The coin can be used twice per day, six times if it is Walpurgis Night in real life (night going into the first of may).

This item is only accessible in the FOS- adventures and not allowed outside of the series.

If more than one PC has this reward, only one coin may be used in an adventure.

🗵4x Potion of Greater Healing common (Ka'Narlist) Lost Caverns of Tsojcanth Show
Scimitar common DDHC-JRC-02 Written in Blood Show
Miners Pick common Trade Log Show
Notes:

Pick, Miner's
Type: Adventuring Gear Cost: 2 gp Weight: 10 lbs

A miner's pick is designed to concentrate the force of its blow on a small area.

Bead of Refreshment (x3) common FOS-06 Story Award: Ferryman's Fee FR-DC-FOS-06 Down to Safety Show
Notes:

Bead of Refreshment

Source: Xanathar's Guide to Everything

Wondrous item, common

This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Artisan Tools common Purchase Log Show
Notes:

Brewer's Supplies 20 gp
Calligrapher's Supplies 10 gp
Cartographer's tools 15gp
Cobbler's tools 5 gp
Cook's utensils 1gp
Glassblower's tools (hergestellt mit the right Tool for the right Job)
Jeweler's tools 25gp
Mason's tools 10 gp
Painter's supplies 10gp
Potter's tools 10gp
Weaver's tools 1gp

🗵Mystery Key common FR-DC-FOS-07 Savage Beasts Need Company Show
Notes:

Mystery Key

Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Quirk: Hungry

This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.

Als ihr nach Gegenständen sucht, die es wert sind, mitgenommen zu werden, findet ihr diesen merkwürdig wirkenden Schlüssel. Er scheint zuerst nur ein ungewöhnliches Aussehen zu haben, doch als ein Blutstropfen aus einer eurer Schnittverletzungen auf ihn fällt, scheint er anzufangen, magisch zu summen.