Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
Wand of Paralysis rare DDHC-QftIS-01 Lost City DDHC-QftIS-01 Lost City 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 to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
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.

Shield +2 rare DDHC-QftIS-01 Lost City DDHC-QftIS-01 Lost City Show
Notes:

Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

Scimitar of Speed very_rare DDHC-QftIS-01 Lost City DDHC-QftIS-01 Lost City Show
Notes:

Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons