Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Wand of Lightningbolts rare DDHC-TOA-1: Tomb of the Nine Gods Show
moontouched longsword common DDHC-WDH-03 Blue Alley Show
Lantern of Revealing uncommon DDHC-WDH-03 Blue Alley Show
Notes:

While lit, this Hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible Creatures and Objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Wand of Secrets uncommon DDHC-WDH-03 Blue Alley Show
Notes:

The wand has 3 Charges. While holding it, you can use an action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn.

Wand Of Pyrotechnics common DDHC-WDH-03 Blue Alley Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed.

Stone of Golorr common DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

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Arrow-Catching Shield rare DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.

Gem of Brightness uncommon DDHC-WDH Waterdeep: Dragon Heist Show
Notes:

Wondrous item, uncommon

This prism has 50 Charges. While you are holding it, you can use an Action to speak one of three Command words to cause one of the following effects:

The first Command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn’t expend a charge. It lasts until you use a bonus Action to repeat the Command word or until you use another function of the gem.
The second Command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success.
The third Command word expends 5 Charges and causes the gem to flare with Blinding Light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command word.
When all of the gem’s Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Wand of Wonder rare DDHC-TOA-1: Tomb of the Nine Gods 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 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

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 dust and is destroyed.

d100 — Effect:

01-05 — You cast slow.

06-10 — You cast faerie fire.

11-15 — You are stunned until the start of your next turn, believing something awesome just happened.

16-20 — You cast gust of wind.

21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.

26-30 — You cast stinking cloud.

31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.

37-46 — You cast lightning bolt.

47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.

54-58 — You cast darkness.

59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.

66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself.

70-79 — You cast fireball.

80-84 — You cast invisibility on yourself.

85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

88-90 — A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.

98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.

Grung Ei - Pearl of Power uncommon DDHC-TOA-1: Tomb of the Nine Gods Show
Notes:

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
While attuned to it you also gain resistance to poison damage.

Tloques Axe common DDHC-TYP: Hidden Shrine of Tamoachan Show
Rod of the pact keeper +1 uncommon DDHC-TYP Hidden Shrine of Tamoachan Show
Stone of Luck uncommon DDHC-TYP Hidden Shrine of Tamoachan Show
Wand of Lightning Bolts uncommon DDHC-TYP Hidden Shrine of Tamoachan Show
Bracelet of Rock Magic very_rare DDHC-TYP Hidden Shrine of Tamoachan Show
Notes:

While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

Eagle Whistle rare DDHC-TYP Hidden Shrine of Tamoachan Show
Notes:

Wondrous item, rare

While you blow an Eagle Whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.

Immovable Rod rare DDHC-TOA-1: Omu The forbidden City Show
Helm of Telepathy uncommon DDHC-TOA-1: Omu The forbidden City Show
Notes:

Helm, wondrous (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Staff of the Python uncommon DDHC-TOA-1: Tomb of the Nine Gods Show
Notes:

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Ring of Protection (Tomb Gegenstand) uncommon DDHC-TOA-1: Tomb of the Nine Gods Show