Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
☐ (UC) Driftglobe uncommon DDHC-PotA: Into the Wilderness Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

☐ (UC/AT) Wand of Magic Missiles uncommon DDHC-PotA: Into the Wilderness Show
Notes:

Wand, uncommon, Requires Attunement

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

☐ Reszur (Dagger +1) uncommon DDHC-PotA: Tomb of Moving Stones Show
Notes:

Weapon (dagger), uncommon

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

The name "Reszur" is graven on the dagger's pommel. It is decorated with star motifs and a grip of night-blue leather.

If the wielder speaks the name, the blade gives off a faint, cold glow, shedding dim light in a 10-foot radius until the wielder speaks the name again.

The dagger doesn't make noise when it hits or cuts something.

☐ Ring of Fire Resistance rare DDHC-PotA Show
Notes:

Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.

☐ Amulet of Health rare DDHC-PotA Show
Notes:

Wondrous Item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

☐ Bloodwell Vial +1 uncommon DDHC-PotA Show
Notes:

Wondrous item, uncommon (+1)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

☐ (UC) Bag of Holding uncommon DDHC-PotA DDHC-PotA Show
Notes:

Wondrous item, uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

☐ (UC) Immovable Rod uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Rod, uncommon

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.

☐ (UC) Storm Boomerang uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon, uncommon

This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.
Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.

☐ (UC) Seeker Dart uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon (dart), uncommon

This small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.

☐ (UC/AT) Stone of Good Luck (Luckstone) uncommon DDHC-PotA DDHC-PotA 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) Clockwork Shield +1 uncommon DDHC-PotA DDHC-PotA Show
Notes:

+1 shield with a sprocket on its front that slowly turns clockwise, making one rotation per hour.

☐ (UC) Balloon Pack uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, uncommon

This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself.

When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.

After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.

☐ (UC) Longsword +1 of Dragon Sensing uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon (longsword), uncommon

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

This longsword is made of dragon bone and with a dragon-leather grip. It has rubies in its pommel and hilt. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon.

☐ (VR/AT) Sapphire Buckler very_rare Season 11 Service Rewards Trade Log Show
Notes:

Armor (Shield), Very Rare (Requires Attunement)

This crystalline blue shield is fashioned from a sapphire dragon’s scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.

☐ (R/AT) Claws of the Umber Hulk rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, rare (requires attunement)

These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.

You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).

While wearing the claws, you can’t manipulate objects or cast spells with somatic components.

☐ (UC/AT) Wand of Magic Missiles uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wand, uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

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.

☐ (R/AT) Necklace of Prayer Beads (Blessing, Curing, Summons, Wind Walking) rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)

This necklace has four magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.

To use a bead, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

Bead of Blessing: Bless
Bead of Curing: Cure Wounds (2nd level) or Lesser Restoration
Bead of Summons: Planar Ally
Bead of Wind Walking: Wind Walk

☐ (R) Dragon Slayer Shortsword rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon (shortsword), rare

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

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

☐ (R) Elven Chain rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Armor (chain shirt), rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Found in Howling Caverns