Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ (UC) Shield +1 uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Spear +1 uncommon Trade Log Show
Notes:

You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.

☐ (UC) Wand of Magic Missiles uncommon DDHC-TftYP-1 Forge of Fury Show
☐ (UC) Wand of Secrets uncommon CCC-GHC-BK2-04 Wicked Little Things CCC-GHC-BK2-04 Wicked Little Things 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.

Notes: Detection

☐ (UC) Wand of Web uncommon DDAL05-07 Chelimers Descent DDAL05-07 Chelimers Descent Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

This short, squat wand is fashioned from single piece of white wood tipped with a pair of black diamonds cut to resemble spinnerets. This wand has 7 charges.
While holding it, you can use an action to expend one of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6+1 charges daily at dawn. If you expend the wand’s last charge, roll a d20. 0n a 1, the wand crumbles into ashes and is destroyed.

☐ (UC) Wind Fan uncommon DDAL04-05 The Seer Show
Notes:

Wondrous item, uncommon

This fan is made of thin, brittle parchment glued over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a non-magical short sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.