Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Fear
rare
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
Show
Notes:
Wand of Fear
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- 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 prevent 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.
Tankard of Plenty
common
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
Show
Notes:
Tankard of Plenty
Wondrous item, Commen (unique)
This golden stein is decorated with dancing dwarves and grain patterns.
If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn.
Rope of Entanglement
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Rope of Entanglement
Wondrous Item, Rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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.
Ring of Telekinesis
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Ring of Cold Resistance
rare
DDHC-RoT Rise of Tiamat: Chapter 10 - Sea of Moving Ice
DDHC-RoT Rise of Tiamat: Chapter 10 - Sea of Moving Ice
Show
Notes:
Ring of Cold Resistance
Ring, rare (requires attunement)
You have resistance to cold damage while wearing this ring.
Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)
very_rare
FR-DC-PANDORA-JWEI-06
Assignment 7. Season 2025 Version 2
Show
Notes:
Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)
Wondrous item, very rare (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Mace of Terror
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Mace of Terror
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.
Longbow, +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road
DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road
Show
Notes:
Longbow, +1
Ranged Weapon (Longbow). uncommon
The bow appears to be made from platinum-colored Stag antler. (Fluff)
You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
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Notes:
Longbow +1
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Lingerie of Gleaming (Breastplate of Gleaming)
common
PS-DC-LIL-01 Lost in Limbo
PS-DC-LIL-01 Lost in Limbo
Show
Notes:
Lingerie of Gleaming (Breastplate of Gleaming)
Breastplate (medium), common
"Filled with the wrath of a scorned husband (and worn by a fearful Volo) this set of Lingerie seems to be magically enchanted and is sturdier than a metal plate."
This armor never gets dirty.
Minor Property: Unusual Material, this magic item is made out of a strange material.
Leather Armor +1
rare
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
Show
Notes:
Leather Armor +1
Armor (light), rare
You have a +1 bonus to AC while wearing this armor.
Insignia of Claws
uncommon
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds
Show
Notes:
Insignia of Claws
Wondrous item, uncommon
The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2)
rare
DDHC-KGV-11 Affair on the Concordant Express - GV Reward
Trade Log
Show
Notes:
„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2)
(“Shimmering Threads of Lunar Essence”) – Wondrous item, rare
“When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands*
These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin.
The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes.
A name is embroidered inside the wraps in delicate, elven script:
"Aranóni Lómeanárë" – "Daughter of the Silent Light"
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Figurine of Wondrous Power, Bronze Griffon
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Figurine of Wondrous Power, Bronze Griffon
Wondrous Item, Rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
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.
Elemental Gem (Clear sapphire/air elemental)
uncommon
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
Show
Notes:
Elemental Gem (Clear sapphire/air elemental)
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Driftglobe
uncommon
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
Show
Notes:
Driftglobe
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.
Dragontooth Dagger
rare
DDHC-RoT Rise of Tiamat: Chapter 11 and 12: Death to the Wyrmspeaker
DDHC-RoT Rise of Tiamat: Chapter 11 and 12: Death to the Wyrmspeaker
Show
Notes:
Dragontooth Dagger
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Dragonhide Belt +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road
DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road
Show
Notes:
Dragonhide Belt +1
Wondrous item, uncommon (+1) (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Dagger +1
uncommon
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
Show
Notes:
Dagger +1
Melee weapon (simple, dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Cli Lyre of the Bards
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
The lyre is an instrument of the bards (Cli lyre), decorated with carvings of phoenixes.
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Cli lyre
Stone Shape, Wall of Fire, Wind Wall
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Wand of Fear | rare | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | Show | ||
|
Notes:
Wand of Fear 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- 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 prevent 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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| Tankard of Plenty | common | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | Show | ||
|
Notes:
Tankard of Plenty This golden stein is decorated with dancing dwarves and grain patterns. If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn. |
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| Rope of Entanglement | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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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| Ring of Telekinesis | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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| Ring of Cold Resistance | rare | DDHC-RoT Rise of Tiamat: Chapter 10 - Sea of Moving Ice | DDHC-RoT Rise of Tiamat: Chapter 10 - Sea of Moving Ice | Show | ||
|
Notes:
Ring of Cold Resistance You have resistance to cold damage while wearing this ring. |
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| Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) | very_rare | FR-DC-PANDORA-JWEI-06 | Assignment 7. Season 2025 Version 2 | Show | ||
|
Notes:
Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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| Mace of Terror | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Mace of Terror 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. |
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| Longbow, +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road | DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road | Show | ||
|
Notes:
Longbow, +1 The bow appears to be made from platinum-colored Stag antler. (Fluff) You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition: You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. |
||||||
| Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | Show | ||
|
Notes:
Longbow +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Lingerie of Gleaming (Breastplate of Gleaming) | common | PS-DC-LIL-01 Lost in Limbo | PS-DC-LIL-01 Lost in Limbo | Show | ||
|
Notes:
Lingerie of Gleaming (Breastplate of Gleaming) "Filled with the wrath of a scorned husband (and worn by a fearful Volo) this set of Lingerie seems to be magically enchanted and is sturdier than a metal plate." This armor never gets dirty. Minor Property: Unusual Material, this magic item is made out of a strange material. |
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| Leather Armor +1 | rare | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | Show | ||
|
Notes:
Leather Armor +1 You have a +1 bonus to AC while wearing this armor. |
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| Insignia of Claws | uncommon | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | DDHC-HotDQ Hoard of the Dragon Queen Chapter 8: Castle in the Clouds | Show | ||
|
Notes:
Insignia of Claws The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
||||||
| „Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) | rare | DDHC-KGV-11 Affair on the Concordant Express - GV Reward | Trade Log | Show | ||
|
Notes:
„Gleaming Threads of Lómeanárë“ (Wraps of Unarmed Power +2) “When the moon is silent, my hands speak.” – Inscription in silver embroidery along the inner bands* These artfully woven hand wraps are made of a fabric that seems to exist somewhere between moonlight and mist. At first glance, they appear like simple, matte bandages – but in the light of the full moon or when the astral form is activated, fine silver threads begin to pulse within them, like veins of light beneath the skin. The bands extend from the wrist to just below the elbows and feature tiny, woven dragon silver bells at the ends, which swing inaudibly when moved – as if space itself were vibrating. Those who touch them feel a touch of stillness, as if a distant temple were emerging behind closed eyes. A name is embroidered inside the wraps in delicate, elven script: While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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| Figurine of Wondrous Power, Bronze Griffon | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Figurine of Wondrous Power, Bronze Griffon A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. 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. |
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| Elemental Gem (Clear sapphire/air elemental) | uncommon | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | Show | ||
|
Notes:
Elemental Gem (Clear sapphire/air elemental) This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. |
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| Driftglobe | uncommon | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | Show | ||
|
Notes:
Driftglobe 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. |
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| Dragontooth Dagger | rare | DDHC-RoT Rise of Tiamat: Chapter 11 and 12: Death to the Wyrmspeaker | DDHC-RoT Rise of Tiamat: Chapter 11 and 12: Death to the Wyrmspeaker | Show | ||
|
Notes:
Dragontooth Dagger A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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| Dragonhide Belt +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road | DDHC-HotDQ Hoard of the Dragon Queen: Chapter 4: On the road | Show | ||
|
Notes:
Dragonhide Belt +1 Wondrous item, uncommon (+1) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. |
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| Dagger +1 | uncommon | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower | Show | ||
|
Notes:
Dagger +1 You have a +1 bonus to attack and damage rolls made with this weapon. |
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| Cli Lyre of the Bards | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Cli Lyre of the Bards The lyre is an instrument of the bards (Cli lyre), decorated with carvings of phoenixes. An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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. |
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