Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Rapier of the Dark Huntsman
rare
DDHC-JRC-02 Written in Blood
Show
Notes:
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
Aus: CCC-PDXAGE-0201 The Dark Hunt
Boots of Speed
rare
DDHC-JRC-03 The Fiend of the Hollow Mine
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect.
When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.
Aus: DDAL-06-02
Cloak of Many Fashions
common
SJ-DC-YZ-01-01 Easy Task gone wrong
Show
Notes:
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?
Deck of Illusions
common
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.
Armor of the Black Death
rare
SJ-DC-YZ–02-02 No Light, no Hope
Show
Notes:
Studded Leather Armor +1 (rare)
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.
Keoghtom's Ointment
uncommon
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Cloak of Many Fashions
common
SJ-DC-AMAK-01 You Better Watch Out
Show
Notes:
Cloak of Many Fashions
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.
Figurine of Wondrous Power (Ebony Fly)
rare
SJ-DC-AMAK-01 You Better Watch Out
Show
Notes:
Figurine of Wondrous Power (Ebony Fly)
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.
Chain of Mending
common
SJ-DC-YZ–02–04 The Dark Dome
Show
Notes:
Chain of Mending
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.
Farenor’s Cloak of Many Fashions
common
SJ-DC-DWR-02 Last Flight of the Orca
Show
Notes:
Farenor’s Cloak of many Fashions
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.
Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language.
Ring of Regeneration
very_rare
SJ-DC-AMAK-02 Enemy Within
Show
Notes:
Ring of Regeneration
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Horn of Silent Alarm
common
SJ-DC-AMAK-02 Enemy Within
Show
Notes:
Horn of Silent Alarm
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.
Dagger of Venom
rare
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Rapier of the Dark Huntsman | rare | DDHC-JRC-02 Written in Blood | Show | |||
Notes:
This matte-black rapier does not reflect light. It radiates a faint fiendish aura, and turns chill to the touch when within 30 feet of a good-aligned cleric or paladin. Once attuned, the wielder often feels hungry, even if they have just eaten. However, when the life stealing power is used, the wielder experiences an invigorating euphoria and feels satiated. The blade glows dully when it has fed. The description of this item can be found in the Dungeon Masters Guide. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points. |
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Boots of Speed | rare | DDHC-JRC-03 The Fiend of the Hollow Mine | Show | |||
Notes:
Wondrous item, rare (requires attunement) While you wear these boots, you can use a bonus Action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity Attack against you has disadvantage on the Attack roll. If you click your heels together again, you end the Effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest. Aus: DDAL-06-02 |
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Cloak of Many Fashions | common | SJ-DC-YZ-01-01 Easy Task gone wrong | Show | |||
Notes:
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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Deck of Illusions | common | 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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Armor of the Black Death | rare | SJ-DC-YZ–02-02 No Light, no Hope | Show | |||
Notes:
Studded Leather Armor +1 (rare) This Studded Leather Armor is made from black Leather and harmless metal spikes. You have a +1 bonus to AC while wearing this armor. |
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Keoghtom's Ointment | uncommon | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
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Cloak of Many Fashions | common | SJ-DC-AMAK-01 You Better Watch Out | Show | |||
Notes:
Cloak of Many Fashions 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. |
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Figurine of Wondrous Power (Ebony Fly) | rare | SJ-DC-AMAK-01 You Better Watch Out | Show | |||
Notes:
Figurine of Wondrous Power (Ebony Fly) 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. |
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Chain of Mending | common | SJ-DC-YZ–02–04 The Dark Dome | Show | |||
Notes:
Chain of Mending 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. |
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Farenor’s Cloak of Many Fashions | common | SJ-DC-DWR-02 Last Flight of the Orca | Show | |||
Notes:
Farenor’s Cloak of many Fashions 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. Special: This beautifully crafted cloak was given to Farenor by his mother Faraea when he followed in her footsteps and first began to search Wildspace for forgotten gods. Some small part of the man he once was remains lingering in the magical weave of this cloak and its wearer gains the ability to speak and understand the Elvish language. |
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Ring of Regeneration | very_rare | SJ-DC-AMAK-02 Enemy Within | Show | |||
Notes:
Ring of Regeneration While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Horn of Silent Alarm | common | SJ-DC-AMAK-02 Enemy Within | Show | |||
Notes:
Horn of Silent Alarm 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. |
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Dagger of Venom | rare | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
Notes:
Dagger of Venom You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. |