Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Horn of Blasting (R)
rare
DDEX1-11 Dark Pyramid of Sorcerers' Isle
DDEX1-11 Dark Pyramid of Sorcerers' Isle
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Notes:
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Wand of Binding (Rabbit Wand) (R-A)
rare
FR-DC-TKM-WW What's Within
FR-DC-TKM-WW What's Within
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Notes:
Wand (arcane focus), rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges dai-ly at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
The wand is flavored as a wand with a bunny motif on one of its tips. Pink bubbles appear whenever you cast a spell using this wand.
In addition, the wand has the Guardian minor property. When worn, the item gently vibrates, granting a +2 bonus to Initiative if the bearer isn’t incapacitated.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Horn of Blasting (R) | rare | DDEX1-11 Dark Pyramid of Sorcerers' Isle | DDEX1-11 Dark Pyramid of Sorcerers' Isle | Show | ||
|
Notes:
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn. |
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| Wand of Binding (Rabbit Wand) (R-A) | rare | FR-DC-TKM-WW What's Within | FR-DC-TKM-WW What's Within | Show | ||
|
Notes:
Wand (arcane focus), rare (requires attunement by a spellcaster) |
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