Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wierd Gem
uncommon
FR-DC-BOUNTY-01: Beledor Bonechill
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
This strange gem is infused with the essence of a blessed water weird. If broken it will come to your aid though just for a limited time.
Weapon of Warning
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Wand of Secrets
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Wand, uncommon
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 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.
Tankard of Sobriety
common
CCC-3MAGS-ONE Vormestrand's Scroll
CCC-3MAGS-ONE Vormestrand's Scroll
Show
Notes:
Wondrous item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
The stern face sculpted into the side of this tankard is that of a human man in his late 30s with a finely groomed mustache and beard, and a monocle.
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
Rapier +1
uncommon
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
Show
Notes:
Weapon (rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Rapier +1
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
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.
Pipe of smoke Monsters
common
CCC-3MAGS-ONE Vormestrand's Scroll
CCC-3MAGS-ONE Vormestrand's Scroll
Show
Notes:
Wondrous item, common
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird.
Periapt of Wound Closure
uncommon
FR-DC-BOUNTY-01: Beledor Bonechill
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Weight: 1
This periapt was filled with necrotic energy and was designed to act as Beledor Bonechills phylactery. Instead of trapping a part of his soul inside it Beledor messed up the ritual and trapped his whole soul in it. Now that Beledor is gone, and the demiplane inside the periapt collapsed, only a small glimmer of the former necrotic properties are left.
Minor Property
Sentinel. This item glows whenever a undead creature is withing 120 feet of it.
Longsword +1
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Javelin of Lightning
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Helm Of Telepathy
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (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.
Hat of Disguise
uncommon
DDAL08-03 Dock Ward Double Cross
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Deck of Illusions
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
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 (as presented in the Monster Manual), 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.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Dagger of Warning
uncommon
DDHC-KftGV-02 The Stygian Gambit
DDHC-KftGV-02 The Stygian Gambit
Show
Notes:
Weapon, uncommon (requires attunement)
Simple weapon, melee weapon
1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
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.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Cloak of Protection
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Cloak of Elvenkind
uncommon
DDHC-QftIS-01 Lost City
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Billowing
common
FR-DC-BOUNTY-01: Beledor Bonechill
FR-DC-BOUNTY-01: Beledor Bonechill
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
This cloak belonged to the not so famous necromancer Beledor Bonechill and was used to make dramatic effects. It's a black cloak that is ornated with golden threads that depict bones and skulls.
War Leader. (Minor Property) While wearing this cloak you can use an action to make your voice be heard clearly for up to 300 feet until the end of your next turn. While doing so the cloak makes a sound like those of rattling bones.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wierd Gem | uncommon | FR-DC-BOUNTY-01: Beledor Bonechill | FR-DC-BOUNTY-01: Beledor Bonechill | Show | ||
Notes:
Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. This strange gem is infused with the essence of a blessed water weird. If broken it will come to your aid though just for a limited time. |
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Weapon of Warning | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Weapon (any weapon), uncommon (requires attunement) |
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Wand of Secrets | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wand, uncommon |
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Wand of Paralysis | rare | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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Tankard of Sobriety | common | CCC-3MAGS-ONE Vormestrand's Scroll | CCC-3MAGS-ONE Vormestrand's Scroll | Show | ||
Notes:
Wondrous item, common This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. The stern face sculpted into the side of this tankard is that of a human man in his late 30s with a finely groomed mustache and beard, and a monocle. |
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Shield +2 | rare | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Armor (shield), rare |
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Scimitar of Speed | very_rare | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Weapon (scimitar), very rare (requires attunement) |
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Rapier +1 | uncommon | DDHC-KftGV-02 The Stygian Gambit | DDHC-KftGV-02 The Stygian Gambit | Show | ||
Notes:
Weapon (rapier), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Rapier +1 | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Melee weapon (martial, rapier), uncommon |
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Pipe of smoke Monsters | common | CCC-3MAGS-ONE Vormestrand's Scroll | CCC-3MAGS-ONE Vormestrand's Scroll | Show | ||
Notes:
Wondrous item, common While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird. |
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Periapt of Wound Closure | uncommon | FR-DC-BOUNTY-01: Beledor Bonechill | FR-DC-BOUNTY-01: Beledor Bonechill | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Weight: 1 This periapt was filled with necrotic energy and was designed to act as Beledor Bonechills phylactery. Instead of trapping a part of his soul inside it Beledor messed up the ritual and trapped his whole soul in it. Now that Beledor is gone, and the demiplane inside the periapt collapsed, only a small glimmer of the former necrotic properties are left. Minor Property Sentinel. This item glows whenever a undead creature is withing 120 feet of it. |
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Longsword +1 | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Melee weapon (martial, longsword), uncommon |
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Javelin of Lightning | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Weapon (javelin), uncommon |
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Helm Of Telepathy | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Hat of Disguise | uncommon | DDAL08-03 Dock Ward Double Cross | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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Deck of Illusions | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wondrous item, uncommon Playing Card Illusion |
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Dagger of Warning | uncommon | DDHC-KftGV-02 The Stygian Gambit | DDHC-KftGV-02 The Stygian Gambit | Show | ||
Notes:
Weapon, uncommon (requires attunement) Simple weapon, melee weapon This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. 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. |
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Cloak of Protection | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Cloak of Elvenkind | uncommon | DDHC-QftIS-01 Lost City | DDHC-QftIS-01 Lost City | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Cloak of Billowing | common | FR-DC-BOUNTY-01: Beledor Bonechill | FR-DC-BOUNTY-01: Beledor Bonechill | Show | ||
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically. This cloak belonged to the not so famous necromancer Beledor Bonechill and was used to make dramatic effects. It's a black cloak that is ornated with golden threads that depict bones and skulls. War Leader. (Minor Property) While wearing this cloak you can use an action to make your voice be heard clearly for up to 300 feet until the end of your next turn. While doing so the cloak makes a sound like those of rattling bones. |