Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
☐ (R/AT) Wand of Fear rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wand, rare (requires attunement)

This wand has 7 Charges for the following Properties. It 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.

Command. While holding the wand, you can use an Action to expend 1 charge and Command another creature to flee or grovel, as with the Command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an Action to expend 2 Charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its Action, it can use only the Dash Action or try to Escape from an Effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge Action. At the end of each of its turns, a creature can repeat the saving throw, Ending the Effect on itself on a success.

☐ (UC) Ring of Swimming uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Ring, uncommon

You have a swimming speed of 40 feet while wearing this ring.

☐ (UC/AT) Pearl of Power uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

☐ (UC/AT) Wand of the War mage +1 uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wand, uncommon (requires attunement by a spellcaster)

While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

☐ (UC/AT) Orc-Weapon rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

A +2 weapon of the character’s choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs. Against orcs, the weapon inflicts +2d6 damage.

☐ (UC) Alchemy Jug uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Wondrous item, uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

☐ (UC) Mariner's Armor uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Armor (light, medium, or heavy), uncommon

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

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

Weapon (scimitar), uncommon

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

☐ (R/AT) Tentacle Rod rare DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

☐ (UC/AT) Trident of Fish Command uncommon DDHC-PotA Princes of the Apocalypse DDHC-PotA Princes of the Apocalypse Show
Notes:

Weapon (trident), uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

☐ (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) 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.

☐ (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

☐ (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.