Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
🗹 Spear +1 uncommon AL Lvl 5 Start Item Character Creation Show
Notes:

AL Lvl 5 Start Item

🗹 Bat Burglar Cloak (Cloak Of The Bat) rare Auftragshilfe SJ-DC-DWR-1 The Dohwar Heist Show
Notes:

Wondrous Item, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet.

If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat.

While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores.

The cloak can't be used this way again until the next dawn.

This item is found in the Dungeon Masters Guide.

Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

☐ Dohwar Plushie (Talking Doll) common Story reward SJ-DC-DWR-1 The Dohwar Heist 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 you can 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.

For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.

This item is found in Xanathar’s Guide to Everything.

Special: This plush doll resembles an armored Dohwar Protector with a silver weega in its beak and a lance in its hand. The doll’s magic is a little faulty and it exhibits the Muttering quirk. The dohwar grumbles and mumbles to itself. A creature who listens carefully to the item might learn something useful.

🗹 Potion of Healing (greater) uncommon Im Untergrund SJ-DC-DWR-1 The Dohwar Heist Show
Notes:

Potion, uncommon

You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

🗹 Sweet Honeyfish Mooncake (Keoghtom’s Ointment) uncommon Loot Reward SJ-DC-DWR-1 The Dohwar Heist 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.

Special: The filling of this mooncake acts as Keoghtom’s Ointment, it smells sickly sweet and each dose represents a bite of the mooncake. Each bite is more delicious than the last and it takes a little willpower not to eat it all.

rolled by dm: 1d4+1 = 1+1 -> 2 Doses

☐ Smokepowder (packet) uncommon Loot Reward SJ-DC-DWR-1 The Dohwar Heist Show
Notes:

Wondrous item, uncommon

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert.

☐ Greatsword +2 rare SJ-DC-YZ – 02 – 01 – 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.

☐ Talking Doll common SJ-DC-YZ – 02 – 01 – 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.

☐ Smokepowder Keg uncommon SJ-DC-YZ – 02 – 01 – where the path may lead us Show
Notes:

Wondrous item, uncommon

Smokepowder is a magical explosive chiefly used to propel a bullet out of the Barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting Dispel Magic on smokepowder renders it permanently inert.

AL Regeln -> 5 Schuss für Schusswaffen

☐ Deck of Illusions (5 Cards) 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 (Bugbear) , Queen of spades (Medusa) , Nine of clubs (Ogre) , Two of diamonds (Kobold) & one Joker (You))

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.

☐ Studded Leather Armor +1 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.

🗹 Ring of Telekinesis very_rare DDHC-CM: CANDLEKEEP MYSTERIES - KANDLEKEEP DEKONSTRUKTION Show
Notes:

While wearing this ring, you can cast the Telekinesis spell at will, but you can target only Objects that aren’t being worn or carried.

🗹 Dwarven Plate rare CCC-TRI-10 Contact Show
Notes:

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

This item can be found in the Dungeon Master’s Guide.