Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
đŸ—” Moon-Touched Shortsword common DC-PoA: Rocks Fall, Hell Arrives Show
đŸ—” Prosthetic Limb common Trade Log Show
Notes:

Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.

☐ +1 Quarterstaff uncommon CCC-TRI-11 Flooded Dreams Show
Notes:

Weapon (quarterstaff), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This quarterstaff is made from a copper dragon’s bones and blood, along with wood to make it look like a tree hit by lightning. The tree’s branches hold the wyrmling dragon’s head, which chatters and covers the staff with electric discharge with each kill made with this weapon.
This item can be found in the Dungeon Master’s Guide.

đŸ—č Gwa’thern Faln rare Trade Log Show
Notes:

Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon - which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

đŸ—č Bracers of Defense rare DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
đŸČ Blessing of Protection unique DDHC-TYP Tales from the Yawning Portal: White Plume Mountain Show
đŸ—č +1 All Purpose Tool uncommon Purchase Log Show
đŸ—” Pocket Watch (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.

☐ Wooden Greatsword +2 rare SJ-DC-YZ–02–01 – Where the path may lead us Show
Notes:

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.

đŸ—” Dohwar Plushie (Talking Doll) common SJ-DC-DWR-01 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.

🎕 Sweet Honeyfish Mooncake (Keoghtom's Ointment, 4 charges) uncommon SJ-DC-DWR-01 Dohwar Heist Show
Notes:

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.

☐ Bat Burglar Cloak (Cloak of the Bat) rare SJ-DC-DWR-01 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.

RĂŒstung des schwarzen Todes (Studded Leather Armor +1) rare SJ-DC-YZ – 02 – 02 – No light, no hope Show
Notes:

Armor (Studded Leather), 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.

🎕 Deck of Illusions 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 , 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.
Eight of hearts Bugbear
Queen of spades Medusa
Nine of clubs Ogre
Two of diamonds Kobold
Jokers (2) You (the deck's owner)

🎕 Blue Healing Salve (Keoghtam’s Ointment) uncommon SJ-DC-SS Sinaya's Song Show
Notes:

5 Charges
This blue salve smells faintly of turnips.

☐ Ocharine (Staff of Adornment) common SJ-DC-SS Sinaya's Song Show
Notes:

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is found in Xanathar's Guide to Everything, pg. 139.

This lightweight intricately carved obsidian stone staff is the main tool in the Harmonization process. It is used to focus the heated and pressurized water that carves the Azurite into Azure Crystals. This process produces a sequence of tones that have been captured by the staff and released by it when it strikes something. This staff has the Songcraft minor property: Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

☐ Bluebee (Figurine of Wondrous Power, Ebony Fly) rare SJ-DC-SS Sinaya's Song 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. 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. This item is found in the Dungeon Master’s Guide, pg. 169.

The figurine is a blue fist-sized Azure Crystal in the likeness of Bluebee. Rather than a giant fly, this figurine summons Bluebee. Bluebee does not have access to their multiple tools that were used to help Sinaya rework machinery and run experiments. Bluebee’s speech is in a mixture of bloops-and-beeps, coining the name “Bluebee.”

This figurine contains a copy of Sinaya’s sentience, for she wishes to feel the breeze of the Astral Sea in whatever capacity she can. Though she cannot project herself from it, she urges you to always do your best. As such, this figurine has the Conscientious minor property: When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.

☐ Masquarade Tattoo common SJ-DC-YZ-02-03 Gnarling in Space Show
Notes:

This tattoo takes the form of a bright shooting star.

☐ Wargong of the Gnolls (Rhythm Maker's Drum +2) rare SJ-DC-YZ-02-03 Gnarling in Space Show
Notes:

Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.

đŸ—” Chain of Mending common SJ-DC-YZ-02-04 The Dark Dome Show
Notes:

Strange Material: Steel