Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
đ˛ Blessing of Understanding
unique
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Your Wisdom score increases by 2, up to a maximum of 22.
â (VR/AT) Ring of Telekinesis
very_rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried.
â (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 dragonâs 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 canât be used again until the next dawn.
â (R) Elven Chain
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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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
â Ring of Fire Resistance
rare
DDHC-PotA
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
â 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.
â (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 hulkâs claws, and they fit the wearerâs 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 canât manipulate objects or cast spells with somatic components.
â (R/AT) Necklace of Prayer Beads (Blessing, Curing, Summons, Wind Walking)
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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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
â (R) Dragon Slayer Shortsword
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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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.
â (R/AT) Wand of Fear
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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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 wandâs 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 wandâs 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 canât willingly move to a space within 30 feet of you. It also canât 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.
â (UC/AT) Orc-Weapon
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
A +2 weapon of the characterâs choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs. Against orcs, the weapon inflicts +2d6 damage.
â (R/AT) Tentacle Rod
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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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.
â (R/AT) Armor of Vulnerability (Slashing)
rare
Trade Log
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â (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 (targetâs 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.
â (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 brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn.
The brazier weighs 5 pounds.
â (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 canât 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
â (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 isnât enough space for the creature, the figurine doesnât 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 canât be used again until a certain amount of time has passed, as specified in the figurineâs 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 canât be used again until 5 days have passed.
â (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 canât willingly move to a space within 30 feet of you. It also canât 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.
â (UC/AT) Wand of Magic Missiles
uncommon
DDHC-PotA: Into the Wilderness
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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.
â (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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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đ˛ Blessing of Understanding | unique | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Your Wisdom score increases by 2, up to a maximum of 22. |
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â (VR/AT) Ring of Telekinesis | very_rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arenât being worn or carried. |
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â (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 dragonâs 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 canât be used again until the next dawn. |
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â (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 |
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â Ring of Fire Resistance | rare | DDHC-PotA | Show | |||
Notes:
Ring, rare (requires attunement) |
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â Amulet of Health | rare | DDHC-PotA | Show | |||
Notes:
Wondrous Item, rare (requires attunement) |
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â (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 hulkâs claws, and they fit the wearerâs 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 canât manipulate objects or cast spells with somatic components. |
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â (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 |
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â (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. |
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â (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 wandâs 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 wandâs 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 canât willingly move to a space within 30 feet of you. It also canât 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. |
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â (UC/AT) Orc-Weapon | rare | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
A +2 weapon of the characterâs choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs. Against orcs, the weapon inflicts +2d6 damage. |
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â (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. |
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â (R/AT) Armor of Vulnerability (Slashing) | rare | Trade Log | Show | |||
â (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 (targetâs 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. |
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â (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 brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn. The brazier weighs 5 pounds. |
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â (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 canât 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 |
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â (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 isnât enough space for the creature, the figurine doesnât 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 canât be used again until a certain amount of time has passed, as specified in the figurineâs 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 canât be used again until 5 days have passed. |
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â (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 canât willingly move to a space within 30 feet of you. It also canât 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. |
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â (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. |
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â (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. |