Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Studded Leather Armor +1 mit Guardian
rare
Bruder der Assasinen
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.
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Censer of Controlling Air Elementals
rare
Djin
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Fell Stinger (Wand of Fireballs)
rare
Endbelohnung
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
AWIT CO. Uniform (Clothes of Mending): Astral Dreadnought Grey
common
Endbelohnung
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.
Harengorn Spirit Club
common
Endbelohnung vom Farmer
DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time)
This knotted club houses the spirit of a harengon.
While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn.
Emerald of the war mage
common
Höhle
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
(Emerald of the war mage) Ruby of the War Mage
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Wand of Web
uncommon
Höhle erste Seitenkammer, Rucksack im Koko
DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre
Show
Notes:
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned.
Bag of Tricks (Gray)
uncommon
Hölle Monster
CCC-GHC-BK1-09 Scavengers
Show
Notes:
Wondrous item, uncommon (requires attunement),
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Longbow +1
uncommon
Level up
DDHC-CM The Joy of Extradimensional Spaces
Show
Pipes of Haunting
uncommon
Markella
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Potion of Psychic Resistance
uncommon
Mindflaer
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Potion, uncommon
When you drink this potion, you gain resistance to psychic damage for 1 hour.
Potion of animal frindship
uncommon
Musemum
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Boots of the Winterlands
uncommon
Obergeschoss
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
requires attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Chain Book (Flail +1)
uncommon
Raum nach der Sternenkammer
DDHC-CM The Joy of Extradimensional Spaces
Show
Notes:
weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.
Figurine of Wondrous Power (Ebony Fly)
common
Schlafzimmer
SJ-DC-AMAK-01: You better watch out
Show
Notes:
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.
Spellwrought tattoo (Guidance).
common
Schwester der Assasinen
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.
Deck of Illusions (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds , Joker)
uncommon
Schwester der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Uncommon, Consumabel
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.
Spell Scroll: Magic Missle
common
sonder Item
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Magic Missle Scroll (von altem Buchhändler)
Potion of greater healing
uncommon
Spiel
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate.
Still-moving Skeleton of a Parrot
common
Turm Käfig 3 Stock
CCC-GHC-BK1-09 Scavengers
Show
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.
Name | Rarity | Location ▲ | Table | Result | Source | |
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Studded Leather Armor +1 mit Guardian | rare | Bruder der Assasinen | 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. Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Censer of Controlling Air Elementals | rare | Djin | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Fell Stinger (Wand of Fireballs) | rare | Endbelohnung | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) |
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AWIT CO. Uniform (Clothes of Mending): Astral Dreadnought Grey | common | Endbelohnung | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Wondrous Item, common |
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Harengorn Spirit Club | common | Endbelohnung vom Farmer | DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
Notes:
Event Reward, Harengorn Spirit Club (cannot be traded, only one active reward per character at any give time) This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you can cast the jump spell. The club can't be used to cast jump again until the next dawn. |
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Emerald of the war mage | common | Höhle | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
(Emerald of the war mage) Ruby of the War Mage Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Wand of Web | uncommon | Höhle erste Seitenkammer, Rucksack im Koko | DDAL LN-1 Fuzzytale Farm and the Frightful Candy Goat Massacre | Show | ||
Notes:
Wand, uncommon (requires attunement by a Spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. This wand is made of twisted strands of dried ettercap silk. It remains sticky to the touch no matter how it is cleaned. |
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Bag of Tricks (Gray) | uncommon | Hölle Monster | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
Wondrous item, uncommon (requires attunement), 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk The creature is friendly to you and your companions, |
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Longbow +1 | uncommon | Level up | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Pipes of Haunting | uncommon | Markella | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Potion of Psychic Resistance | uncommon | Mindflaer | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Potion, uncommon |
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Potion of animal frindship | uncommon | Musemum | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. |
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Boots of the Winterlands | uncommon | Obergeschoss | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
requires attunement These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Chain Book (Flail +1) | uncommon | Raum nach der Sternenkammer | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Notes:
weapon (flail), uncommon |
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Figurine of Wondrous Power (Ebony Fly) | common | Schlafzimmer | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
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. |
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Spellwrought tattoo (Guidance). | common | Schwester der Assasinen | 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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Deck of Illusions (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds , Joker) | uncommon | Schwester der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Uncommon, Consumabel 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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Spell Scroll: Magic Missle | common | sonder Item | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Magic Missle Scroll (von altem Buchhändler) |
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Potion of greater healing | uncommon | Spiel | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate. |
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Still-moving Skeleton of a Parrot | common | Turm Käfig 3 Stock | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. |