Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
☐ (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) 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.

☐ 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.

☐ (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) 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.

☐ 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) 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.

☐ (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) Ring of Spell Storing common Trade Log Show