Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Pot of Awakening common Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Wondrous item, common

The rim of this clay planter is decorated with shapes of bats, mushrooms, and snakes. An inscription on the bottom reads “Property of Tywyll Greenclaw.”

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is friendly toward you. Absent commands from you, it does nothing.

Potion of Growth common Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Potion, uncommon

Repackaged in an ornamental perfume bottle and wrapped in scraps of silk ribbon, this potion is a token of goodwill from a well-intentioned baroness-to-be.

When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Mystery Key common Dungeon FR-DC-TiS Trapped in Sanity Show
Notes:

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Minor Property: Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Oil of Etherealness common Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Stored in a simple clay jar stamped with the words “Ghost Juice,” this freebie from Dilwyn’s ale-and-potion shop could use a rebranding.

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Ruby of the War Mage common Trade Log Show
Notes:

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.

Shield +1 uncommon Ghalasine DDHC-KftGV-10 - Heart of Ashes Show
Notes:

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Battleaxe +1 uncommon Ghalasine DDHC-KftGV-10 - Heart of Ashes Show
Notes:

You have a +1 bonus to attack and damage rolls made with this magic weapon.

+1 Arrow uncommon Shadowmire FR-DC-RAY 07 Green Lady's Lament Show
Notes:

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Arrows are typically stored in a Quiver (bought separately).

Spell Scroll of Catnap uncommon Shadowmire FR-DC-RAY 07 Green Lady's Lament Show
Notes:

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

Spell Scroll of Remove Curse uncommon Shadowmire FR-DC-RAY 07 Green Lady's Lament Show
Notes:

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.

Googles of Night uncommon DDHC-CM A Deep and Creeping Darkness DDHC-CM A Deep and Creeping Darkness Show
Notes:

Goggles of Night
wondrous item, uncommon

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.

Spellscroll of Fireball uncommon Phandalin DDHC-LMoP-02 Phandalin Show
Notes:

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

1+ Longsword uncommon Phandalin DDHC-LMoP-02 Phandalin Show
Notes:

Longsword +1
Melee weapon (martial, longsword), uncommon

You have a +1 bonus to attack and damage rolls made with this weapon.

Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

Damage: 1d8+1 (1d10+1)
Damage Type: Slashing
Properties: Versatile
Mastery: Sap
Weight: 3

Spellscroll of Charm Person uncommon Phandalin DDHC-LMoP-02 Phandalin Show
Notes:

1st-Level Enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charm⁠ed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was char⁠med by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Spellscroll of Augury uncommon Phandalin DDHC-LMoP-02 Phandalin Show
Notes:

2nd-Level Divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Potion of Poison uncommon Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

This liquid is held within a pretty glass bottle, and sports a parchment tag held in place by strong twine. The tag reads “Healing Potion. Perfectly Safe.”

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Rod of the Pactkeeper +2 rare Dungeon FR-DC-TiS Trapped in Sanity Show
Notes:

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.

Minor Property: Guardian +2 on Initiative

Flame Tongue Longsword rare Ghalasine DDHC-KftGV-10 - Heart of Ashes Show
Notes:

Weapon (longsword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Cloak of the Bat rare Tarthwood BMG-MOON-MD-02 The Tarthwood Curse Show
Notes:

Wondrous item, rare (requires attunement)

This black cloak is slightly tattered, and has a strong scent of mushrooms and mildew, despite its otherwise clean appearance

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

Warhammer +2 rare Ghalasine DDHC-KftGV-10 - Heart of Ashes Show
Notes:

You have a +2 bonus to attack and damage rolls made with this magic weapon.