Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
Smokepowder +5 Bullets uncommon 2. Laden SJ-DC-NCH-01 A String of Pearls Show
Notes:

Smokepowder +5 Bullets
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.

(only in the Adventeuer) 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.

Fortunately, you were able to identify that this packet of smokepowder was mislabeled as Activated Charcoal before any serious harm occurred.

Spell Scroll of Air Bubble uncommon Käpten SJ-DC-NCH-01 A String of Pearls Show
Notes:

Wondrous, uncommon

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The parchment this spell scroll was scribed on is salted-caramel scented.

Muskete common Endbelohnung SJ-DC-NCH-01 A String of Pearls Show
Gallon-Sized Cup of Milk Tea (Potion of Hill Giant Strength) uncommon Endbelohnung SJ-DC-NCH-01 A String of Pearls Show
Notes:

Potion, uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This biodegradable gallon-sized cup of milk tea is covered with an easy-punch seal enchanted to only break with a straw or manually pulled.

Oversized Metal Straw (Pole of Collapsing) common Endbelohnung SJ-DC-NCH-01 A String of Pearls Show
Notes:

Wondrous item, common

While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.

This 1-foot-long metal straw comes free with each gallonsized speciality drink. The straw has the Song Craft minor property and plays the Impearlial Standard’s jingle each time it punches through a Specialty Drink’s seal.

Goggles of Night uncommon Trade Log Show
Notes:

Notes:
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.

Wand of Webs common DDAL05-07 Chelimers Descent Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

Table F, 16TCP

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges. While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.

Scroll: Lesser Restoration common DDAL05-07 Chelimers Descent Show
Notes:

Casting Time: 1 action
Range: Touch
Target: A creature
Components: V S
Duration: Instantaneous
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Javelin of Lightning uncommon Troll DDAL08-05 Hero of the Troll Wars Show
Notes:

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

This javelin glows an angry red when within 120 feet of a troll.

Cloak of Protection uncommon Start DDAL08-06 Purging the Blood Show
Notes:

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak. This item is found on Magic Item Table F in the Dungeon Master’s Guide.

While wearing this dark red cape, your skin takes on a deathly pallor.

Chardalyn Earring (Headband of Intellect) uncommon DDEP10-01 Terror in Ten Towns Show
Notes:

Wondrous item, uncommon (requires attunement)

This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.

Your Intelligence score is 19 while you wear this earring.It has no effect on you if your Intelligence is 19 or higher without it.

Wand of Magic Missiles uncommon Trade Log Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-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.

Stone of Good Luck (Luckstone) uncommon DDAL00-02B The Weirding Vats Show
Notes:

Stone of Good Luck (Luckstone)
Wondrous Item, uncommon (requires attunement)

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

This stone is made of murky, green crystal and is set on a length of heavy, pig-iron chain—allowing it to be worn (albeit uncomfortably) around the wearer’s neck. As an action, the wearer can cause the stone to shed pale green light as a torch.

Spell Scroll: Find Familiar common DDAL00-02B The Weirding Vats Show
Notes:

Spell Scroll: Find Familiar

Gorig's “Spellbook” common DDAL00-02B The Weirding Vats Show
Notes:

Gorig wears body wraps embroidered in arcane sigils. When unfurled, it is a six-inch wide swathe of thick, maroon silk 23 feet in length and weighs 20 pounds. The wraps function as a spellbook and contains the following spells: acid splash, fear, blindness/deafness, false life, fire bolt, haste, magic missile, mirror image, ray of enfeeblement, ray of frost, ray of sickness, shield, and shocking grasp.