Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
UC/A - Stone of Good Luck
uncommon
DM Reward
DM Rewards
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
UC - Wand of Magic Detection
uncommon
DM Reward
DM Rewards
Show
Notes:

Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
R/A -Cloak of Displacement
rare
DM Reward
DM Rewards
Show
Notes:

Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
R/A - Ring of Spell Storing
rare
DM Reward
DM Rewards
Show
Notes:

Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
VR/A - Staff of Power
very_rare
DM Reward
DM Rewards
Show
Notes:

Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Damage: 1d6+2 (1d8+2)
Damage Type: Bludgeoning
Properties: Versatile
Weight: 4
VR - Tome of Leadership and Influence
very_rare
DM Reward
DM Rewards
Show
Notes:

Wondrous item, very rare
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
C - Boots of False Tracks
common
DM Reward
DM Rewards
Show
Notes:
Wondrous item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
UC/A - Eyes of the Eagle
uncommon
FR-DC-FOS-06 Down to Safety
FR-DC-FOS-06 Down to Safety
Show
Notes:

Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Minor Property: Gleaming
This item never gets dirty.
Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss.
UC - Longsword +1 (Talon)
uncommon
DDHC-LMOP-2 Phandalin
DDHC-LMOP-2 Phandalin
Show
Notes:
Melee weapon (martial, longsword)
A +1 longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings.
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.
Damage: 1d8+1 (1d10+1)
Damage Type: Slashing
Properties: Versatile
Weight: 3
R/A - Staff of Defense
rare
DDHC-LMOP-2 Phandalin
DDHC-LMOP-2 Phandalin
Show
Notes:
Staff, rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
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: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
UC/A - Wand of Web
uncommon
LN-1 Fuzzytale Farm and The Frightful Candy Goat Massacre
Trade Log
Show
Notes:

Wand, Uncommon (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
UC/A - Instrument of the Bards: Fochlucan bandore
uncommon
FR-DC-IT-01 Icewind Tales: Passing through the Storm
FR-DC-IT-01 Icewind Tales: Passing through the Storm
Show
Notes:

Item Flavor:
"This intricate Lute is made out of chardalyn, when played it silently whispers dark and cold ideas into your mind, urging you to commit unspeakable things. Like building a snowman for example."
Minor Property:
When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.
Item Description:
Wondrous Item, Uncommon (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Spells
All Instruments: Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Fochlucan bandore: Entangle, Faerie Fire, Shillelagh, Speak with Animals
UC - Robe of Useful Items (Bear Fur Coat)
uncommon
FR-DC-IT-01 Icewind Tales: Passing through the Storm
FR-DC-IT-01 Icewind Tales: Passing through the Storm
Show
Notes:

Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- Bullseye Lantern (filled and lit)
- Dagger
- Mirror
- Pole
- Rope (coiled)
- Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
- Wooden Ladder (24 ft long)
- Riding Horse with a Riding Saddle
- 2 Mastiff
- Portable Ram
- 3x 4 Potions of Healing
- Bag of 100 GP
- 2x Spellscroll of Revivify (both USED!)
- Spellscroll of Call Lightning
- Spellscroll of Lesser Restoration
- Rowboat (12 ft long)
C - Moon-Touched Longsword (Chardalyn Sword)
common
FR-DC-IT-01 Icewind Tales: Passing through the Storm
FR-DC-IT-01 Icewind Tales: Passing through the Storm
Show
Notes:
Item Flavor:
"This sword is made from brittle Chardalyn infused with the icy wrath of an entire blizzard, every time the blade swings through the air an eery melody can be heard that has a striking resemblance with the Rime of a certain Frostmaiden."
Minor Property:
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
Item Description:
Weapon (martial, sword), common
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Name | Rarity | Location | Table ▼ | Result | Source | |
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UC/A - Stone of Good Luck | uncommon | DM Reward | DM Rewards | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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UC - Wand of Magic Detection | uncommon | DM Reward | DM Rewards | Show | ||
Notes:
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. |
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R/A -Cloak of Displacement | rare | DM Reward | DM Rewards | Show | ||
Notes:
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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R/A - Ring of Spell Storing | rare | DM Reward | DM Rewards | Show | ||
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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VR/A - Staff of Power | very_rare | DM Reward | DM Rewards | Show | ||
Notes:
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Damage Damage: 1d6+2 (1d8+2) |
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VR - Tome of Leadership and Influence | very_rare | DM Reward | DM Rewards | Show | ||
Notes:
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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C - Boots of False Tracks | common | DM Reward | DM Rewards | Show | ||
Notes:
Wondrous item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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UC/A - Eyes of the Eagle | uncommon | FR-DC-FOS-06 Down to Safety | FR-DC-FOS-06 Down to Safety | Show | ||
Notes:
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. Minor Property: Gleaming Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sämtlicher Dreck perlt ohne Rückstände sofort davon ab. Sehr nützlich, gerade weil man ja durchgucken muss. |
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UC - Longsword +1 (Talon) | uncommon | DDHC-LMOP-2 Phandalin | DDHC-LMOP-2 Phandalin | Show | ||
Notes:
Melee weapon (martial, longsword) A +1 longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. 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. Damage: 1d8+1 (1d10+1) |
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R/A - Staff of Defense | rare | DDHC-LMOP-2 Phandalin | DDHC-LMOP-2 Phandalin | Show | ||
Notes:
Staff, rare (requires attunement) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. 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: mage armor (1 charge) or shield (2 charges). No components are required. The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |
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UC/A - Wand of Web | uncommon | LN-1 Fuzzytale Farm and The Frightful Candy Goat Massacre | Trade Log | Show | ||
Notes:
This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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UC/A - Instrument of the Bards: Fochlucan bandore | uncommon | FR-DC-IT-01 Icewind Tales: Passing through the Storm | FR-DC-IT-01 Icewind Tales: Passing through the Storm | Show | ||
Notes:
Item Flavor:"This intricate Lute is made out of chardalyn, when played it silently whispers dark and cold ideas into your mind, urging you to commit unspeakable things. Like building a snowman for example." Minor Property:When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Item Description:Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. SpellsAll Instruments: Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument |
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UC - Robe of Useful Items (Bear Fur Coat) | uncommon | FR-DC-IT-01 Icewind Tales: Passing through the Storm | FR-DC-IT-01 Icewind Tales: Passing through the Storm | Show | ||
Notes:
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
|
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C - Moon-Touched Longsword (Chardalyn Sword) | common | FR-DC-IT-01 Icewind Tales: Passing through the Storm | FR-DC-IT-01 Icewind Tales: Passing through the Storm | Show | ||
Notes:
Item Flavor:"This sword is made from brittle Chardalyn infused with the icy wrath of an entire blizzard, every time the blade swings through the air an eery melody can be heard that has a striking resemblance with the Rime of a certain Frostmaiden." Minor Property:Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. Item Description:Weapon (martial, sword), common In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |