Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Pole of Angling
common
The Winterlands
DC-PoA-GSP01-01 A Wolf's Whisper
Show
Notes:
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
The word “Coinmaker” is scratched on the handle of this pole.
Figurine of Wondrous Power Bronze Griffon
rare
Trade
Trade Log
Show
Notes:
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.
Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Bracers of Archery
uncommon
Thar
Trade Log
Show
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Ring of Protection
rare
Trade Log
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
Wand of Smiles
common
Border Kingdoms
CCC-HERO-BK3-04 Lilium Inter Spinas
Show
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the want transforms to a wand of scowls.
Ring of Evasion
rare
DDEP07-02 Drums of the Dead
Show
Notes:
Ring, rare (requires attunement) This ring of dark wood drips thick, viscous oil that soaks through even the thickest gloves.
Wand of Fireballs
rare
Trade Log
Show
Notes:
Requires Attunement by a Spellcaster
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 ashes and is destroyed
This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally.
Darkthorn Arrows (5)
rare
Service award 70 hours Reward
Show
Ring of X-ray vision
rare
Trade Log
Show
Notes:
While wearing this ring, you can use an action to speak its Command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion.
Hat of Disguise
uncommon
CCC-NBDD01-02 - Where Can She Be
Show
Notes:
Wondrous Item, Uncommon (requires attunement)
This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pole of Angling | common | The Winterlands | DC-PoA-GSP01-01 A Wolf's Whisper | Show | ||
Notes:
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole. |
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Figurine of Wondrous Power Bronze Griffon | rare | Trade | Trade Log | Show | ||
Notes:
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. Bronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Bracers of Archery | uncommon | Thar | Trade Log | Show | ||
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Ring of Protection | rare | Trade Log | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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Wand of Smiles | common | Border Kingdoms | CCC-HERO-BK3-04 Lilium Inter Spinas | Show | ||
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. |
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Ring of Evasion | rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Ring, rare (requires attunement) This ring of dark wood drips thick, viscous oil that soaks through even the thickest gloves. |
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Wand of Fireballs | rare | Trade Log | Show | |||
Notes:
Requires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 ashes and is destroyed This wand is made of pure gold and is adorned with a large ruby on top. It is inlaid with beautiful script from Aumunator’s holy works written in Netherese. While attuned to this wand, you can speak and read Netherese and feel as though Aumunator himself is watching over you, almost judgmentally. |
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Darkthorn Arrows (5) | rare | Service award 70 hours Reward | Show | |||
Ring of X-ray vision | rare | Trade Log | Show | |||
Notes:
While wearing this ring, you can use an action to speak its Command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid Objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of Common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion. |
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Hat of Disguise | uncommon | CCC-NBDD01-02 - Where Can She Be | Show | |||
Notes:
Wondrous Item, Uncommon (requires attunement) This hat of disguise, in its normal appearance, looks like a large red hat with a long brim that seems to be constantly flowing in a breeze. It's activated by pulling the brim down to cover at least one eye and smirking confidently. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Boots of Striding and Springing
uncommon
1
Wave Echo Cave
DDHC-LMOP HC Wave Echo Cave
Show
Notes:
Requires Attunement
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.
Dragonguard
uncommon
1
Wave Echo Cave
DDHC-LMOP HC Wave Echo Cave
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Lightbringer
uncommon
1
Wave Echo Cave
DDHC-LMOP HC Wave Echo Cave
Show
Notes:
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Spider Staff
rare
1
Wave Echo Cave
DDHC-LMOP HC Wave Echo Cave
Show
Notes:
Staff, weapon, rare (requires attunement)
Simple weapon, melee weapon
6 lb.
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
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.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Boots of Striding and Springing | uncommon | 1 | Wave Echo Cave | DDHC-LMOP HC Wave Echo Cave | Show | ||
Notes:
Requires Attunement While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow. |
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Dragonguard | uncommon | 1 | Wave Echo Cave | DDHC-LMOP HC Wave Echo Cave | Show | ||
Notes:
You have a +1 bonus to AC while wearing this armor. This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type. |
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Lightbringer | uncommon | 1 | Wave Echo Cave | DDHC-LMOP HC Wave Echo Cave | Show | ||
Notes:
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures. |
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Spider Staff | rare | 1 | Wave Echo Cave | DDHC-LMOP HC Wave Echo Cave | Show | ||
Notes:
Staff, weapon, rare (requires attunement) The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required. The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. 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. |