Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
🗵 Moon-Touched Shortsword common DC-PoA: Rocks Fall, Hell Arrives Show
🗵 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.

🗵 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.

🗵 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.

☐ 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.

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

This tattoo takes the form of a bright shooting star.

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

Strange Material: Steel

☐ +1 Chain Mail common Trade Log Show
☐ Drone Control Rod (Harmonius Staff of Swarming Insects) common WBW-DC-LEGIT-SV-06 The Calamity Jar Show
Notes:

A steel rod tipped with a chunk of crystal computer. Hexagonal tracery lights up when it is activated.

☐ Capicitor Wand (Strange Wand of Pyrotechnics) common WBW-DC-LEGIT-SV-06 The Calamity Jar Show
Notes:

Pyrotechnics doesn't seem to be what this strange metal component is meant for, but it serves just fine.

🎕 Emerald Gem common PO-BMG-MOONEP-POB-01 Something Ancient Show
Notes:

This gem is the color of the depths of the ocean, full of algae and teeming with life. In it’s depths swirl what almost look like eyes before vanishing.

🗵 Wand of Conducting common PO-BMG-MOONEP-POB-01 Something Ancient Show
Notes:

A beautiful filigree wand that ends in a handle of a unicorn and produces a soft chime when waved in the air.

☐ +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.

🎕 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.

☐ Deck of Illusions uncommon PO-BMG-MOONEP-POB-01 Something Ancient Show
Notes:

The backs of these cards are of a woman with gold hair with her finger to her lips as if she’s asking you to keep a secret.

For this adventure, players get the following 6 cards:
(8 of clubs) Orc
(2 of clubs) Kobold
(8 of hearts) Bugbear
(2 of hearts) Goblin
(9 of clubs) Ogre
(Ace of spades) Lich

🗹 +1 All Purpose Tool uncommon Purchase Log Show
☐ Robe of Useful Items uncommon PO-BMG-MOONEP-POB-01 Something Ancient Show
Notes:

The robe is a deep midnight blue with black patches, each a different size and shape.

In addition, the robe has 4d4 other patches.
For this adventure, players get the following 10 patches:
1. Window - (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
2. (2) A riding horse with saddle bags
3. Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
4. Portable ram
5. 10 gems worth 100gp each
6. Wooden ladder (24 feet long)
7. Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
8. (2) Bag of 100 gp

🎕 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.