Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of Protection
common
Assign DM rewards
Show
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. This Cloak of Protection is licensed memorabilia of the Mwynhad resort. It has a gold embroidered Mwynhad logo and many people may think you are fancier than you really are when you wear it.
Sending Stones
uncommon
DDHC-DoIP Dwarven Excavation
Show
Notes:
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Pole of Collapsing
common
DDHC-DoIP Gnomengarde
Show
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows.
Wand of Pyrotechnics
common
DDHC-DoIP Gnomengarde
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Clockwork Amulet
common
DDHC-DoIP Gnomengarde
Show
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Hat of Wizardry
common
DDHC-DoIP Gnomengarde
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Mithral Chain Mail
common
DDHC-DoIP Butterskull Ranch
Show
Notes:
Chain Mail, uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Weapon of Warning (Battleaxe)
uncommon
DDHC-DoIP Tower of Storms
Show
Notes:
Weapon (Battleaxe), 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.
Cloak of Many Fashions
common
DDHC-DoIP Tower of Storms
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Wand of Secrets
uncommon
DDHC-DoIP Tower of Storms
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.
Googles of Night
uncommon
DDHC-DoIP Mountain's Toe Gold Mine
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Whip +1
uncommon
DDHC-DoIP Mountain's Toe Gold Mine
Show
Gauntlets of Ogre Power
uncommon
DDHC-DoIP Axeholm
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
Dread Helm
common
DDHC-DoIP Axeholm
Show
Notes:
The dread helm is a fearsome steel helm that makes its wearer’s eyes glow red.
Necklace of Fireballs
rare
DDHC00-DoIP Dragon of Icespire Peak Dragons Borrow
Show
Laute of Illusions
common
DDHC00-DoIP Dragon of Icespire Peak Dragons Borrow
Show
Staff of Birdcalls
common
DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion
Show
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Cloak of Billowing
common
DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion
Show
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Immovable Rod
uncommon
DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Shield +1
uncommon
DDHC00-DoIP Dragon of Icespire Peak Circle of Thunder
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Protection | common | Assign DM rewards | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws while you wear this cloak. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. This Cloak of Protection is licensed memorabilia of the Mwynhad resort. It has a gold embroidered Mwynhad logo and many people may think you are fancier than you really are when you wear it. |
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Sending Stones | uncommon | DDHC-DoIP Dwarven Excavation | Show | |||
Notes:
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Pole of Collapsing | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. |
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Wand of Pyrotechnics | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. |
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Clockwork Amulet | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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Hat of Wizardry | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
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Mithral Chain Mail | common | DDHC-DoIP Butterskull Ranch | Show | |||
Notes:
Chain Mail, uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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Weapon of Warning (Battleaxe) | uncommon | DDHC-DoIP Tower of Storms | Show | |||
Notes:
Weapon (Battleaxe), 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. |
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Cloak of Many Fashions | common | DDHC-DoIP Tower of Storms | Show | |||
Notes:
Wondrous item, common |
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Wand of Secrets | uncommon | DDHC-DoIP Tower of Storms | 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. |
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Googles of Night | uncommon | DDHC-DoIP Mountain's Toe Gold Mine | Show | |||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet. |
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Whip +1 | uncommon | DDHC-DoIP Mountain's Toe Gold Mine | Show | |||
Gauntlets of Ogre Power | uncommon | DDHC-DoIP Axeholm | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them. |
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Dread Helm | common | DDHC-DoIP Axeholm | Show | |||
Notes:
The dread helm is a fearsome steel helm that makes its wearer’s eyes glow red. |
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Necklace of Fireballs | rare | DDHC00-DoIP Dragon of Icespire Peak Dragons Borrow | Show | |||
Laute of Illusions | common | DDHC00-DoIP Dragon of Icespire Peak Dragons Borrow | Show | |||
Staff of Birdcalls | common | DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion | Show | |||
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. |
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Cloak of Billowing | common | DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion | Show | |||
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Immovable Rod | uncommon | DDHC00-DoIP Dragon of Icespire Peak Woodland Mansion | Show | |||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Shield +1 | uncommon | DDHC00-DoIP Dragon of Icespire Peak Circle of Thunder | Show |