Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ (R/AT) Berserker Axe rare DDHC-VRGR- House of Lament Show
Notes:

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

☐ (UC) Wand of Magic Missiles uncommon DDHC-VRGR- House of Lament Show
Notes:

wand, uncommon

This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.

☐ (UC) Bag of Holding uncommon DDHC-VRGR- House of Lament Show
🗹 (UC/AT) Longsword of Vengeance uncommon DDHC-VRGR- House of Lament Show
Notes:

Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

☐ (UC) Deck of Illusions uncommon DDHC-VRGR- House of Lament 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, 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 Playing Card Illusion
Ace of hearts Red dragon Ace of spades Lich
King of hearts Knight and four guards King of spades Priest and two acolytes
Queen of hearts Succubus or incubus Queen of spades Medusa
Jack of hearts Druid Jack of spades Veteran
Ten of hearts Cloud giant Ten of spades Frost giant
Nine of hearts Ettin Nine of spades Troll
Eight of hearts Bugbear Eight of spades Hobgoblin
Two of hearts Goblin Two of spades Goblin
Ace of diamonds Beholder Ace of clubs Iron golem
King of diamonds Archmage and mage apprentice King of clubs Bandit captain and three bandits
Queen of diamonds Night hag Queen of clubs Erinyes
Jack of diamonds Assassin Jack of clubs Berserker
Ten of diamonds Fire giant Ten of clubs Hill giant
Nine of diamonds Ogre mage Nine of clubs Ogre
Eight of diamonds Gnoll Eight of clubs Orc
Two of diamonds Kobold Two of clubs Kobold

Jokers (2) You (the deck's owner)

☐ (UC) Ghost Light (Lantern of Revealing) uncommon RMH-01 The Final Curtain Show
Notes:

Wondrous item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

This ornate brass lantern is engraved with ghostly images and faces twisted in horror. Each time you add 1 pint of oil to the lantern, three drops of blood from a humanoid creature are also required to fuel it. While you possess the lantern, you are haunted by a minor poltergeist that rearranges your pack, hides your socks, occasionally pelts you with small pebbles, and generally makes life annoying for you.

Weight: 2

☐ (C) Cloak of Billowing common RMH-01 The Final Curtain Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to make it billow dramatically.