Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ 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.

🏲 Blessing of Understanding unique DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Your Wisdom score increases by 2, up to a maximum of 22.

☐ 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.

☐ (R/AT) Armor of Vulnerability (Slashing) rare Trade Log Show
☐ (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.

☐ (R/AT) Instrument of the Bards (Cli Lyre) rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

☐ (R/AT) Mace of Terror rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you 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.

The mace regains 1d3 expended charges daily at dawn.

☐ (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/AT) Ring of Spell Storing common Trade Log Show
☐ (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.

☐ (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.

☐ (R) Brazier of Commanding Fire Elementals rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.

The brazier weighs 5 pounds.

☐ (R) Bronze Griffon Figurine of Wondrous Power rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.

☐ (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

☐ 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.

☐ (R) Rope of Entanglement rare DDHC-KftGV-13 - Fire and Darkness Show
Notes:

Wondrous item, rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.

You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

☐ (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/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.