Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Four +3 Arrows very_rare CCC-BMG-MOON12-2 A Gift from the Queen Show
Elixir of Health rare CCC-BMG-MOON12-2 A Gift from the Queen Show
potion of supreme healing legendary PO-BK2-07 At Sword's Point Show
Dragon-Touched Focus (Wakened) GEM* very_rare WBW-DC-AO-TCF02 It's a Hard Rock Life Trade Log Show
War Horn of Valor rare DDEP 06-02 White Plume Mountain Trade Log Show
2x Potion of Vitality rare DDEP06-02 Return to White Plume Show
Scimitar + 3 very_rare DDEP06-02 Return to White Plume Show
Notes:

Formerly owned by an efreeti the sword glows with a dull red if a marid is within 60 feet.

Ioun Stone of Fortitude very_rare DDEP-06-02 Return to White Plume Mountain DDEP06-02 Return to White Plume Show
Notes:

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

Breastplate +1 rare SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) Show
Notes:

This armor is simply but strongly made and is engraved with a crest upon the left breast, identifying you as an ally of the Sha’sal Khou.

Language. The bearer can speak and understand a language of the DM’s choice (Gith) while the item is on the bearer’s person.

Spellwrought tattoo - Intellect Fortress rare SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) Show
Potion of resistance, psychic uncommon SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) Show
Horn of Silent Alarm common SJ-DC-RFJK-02-01 Rrakkma Recruitment (T3) Show
Notes:

Sentinel. Choose a kind of creature that is an enemy of the item’s creator (Mind Flayers). This item glows faintly when such creatures are within 120 feet of it.

staff of defense rare SJ-DC-RFJK-02-02 Intelligent Intention Show
Notes:

Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor (1 charge) or shield (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Strange Material. Pulled from the ruins of the extractor staff assembly, this slender, hollow staff is made of sharp, jagged obsidian, yet does not cut your hands when you hold it. It weighs 3 pounds.

Hat of Wizardry common SJ-DC-RFJK-02-02 Intelligent Intention Show
Notes:

This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. 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.
This item is found in Xanathar’s Guide to Everything.

Hidden Message. Whenever a creature wearing the hat reads written text, a soft light gently bounces between the stars on its silk surface, and observers feel drawn to “connect the dots” by tracing their finger across the constellations, even if the wearer is not attuned to the hat.

Oil of slipperiness uncommon SJ-DC-RFJK-02-02 Intelligent Intention Show
Spell Scroll of Enhance Ability common SJ-DC-RFJK-02-02 Intelligent Intention Show
Smokepowder (5 bullets) common SJ-DC-RFJK-02-02 Intelligent Intention Show
Figurine of Wondrous Power, Ebony Fly rare SJ-DC-RFJK-02-03 Colony Calling Show
Notes:

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. 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.

This item is found in the Dungeon Master's Guide.

Guardian. Formed from the remains of a slain elder brain dragon, this figurine psionically senses danger and whispers warnings to its bearer in Deep Speech, granting a +2 bonus to initiative if the bearer isn’t incapacitated. The figurine takes on the appearance of a tentacled, briny dragon when the command word is spoken.

Spellwrought Tattoo of Antagonize uncommon SJ-DC-RFJK-02-03 Colony Calling Show
Notes:

Antagonize Enchantment 3, Range 30 ft., Duration instantaneous
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can’t make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.

Spell Scroll of Remove Curse uncommon SJ-DC-RFJK-02-03 Colony Calling Show

Unlocked Magic Items