Magic Items

Purchased Magic Items

Name Rarity Location Table ▲ Result Source
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.

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.

Arrow-Catching Shield rare DDHC-HotDQ Hoard of the Dragon Queen: Chapter 7: Hunting Lodge DDHC-HotDQ Hoard of the Dragon Queen: Chapter 7: Hunting Lodge Show
Notes:

Arrow-Catching Shield
Armor (shield), rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

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.

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.

Bag of Holding 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:

Bag of Holding
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.

Bracers of Defense 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:

Bracers of Defense
Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

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.

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
Weapon (longbow), uncommon

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

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.

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.

Belt of Hill Giant Strength 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:

Belt of Hill Giant Strength
Wondrous item, rare (requires attunement)

While wearing this belt, your Strength score changes 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.

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.

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.

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.

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.

Binds of Moon and Stars (Amulet of the Devout +2) rare DDHC-RoT Rise of Tiamat: Chapter 17- Tiamat´s Return DDHC-RoT Rise of Tiamat: Chapter 17- Tiamat´s Return Show
Notes:

Binds of Moon and Stars (Amulet of the Devout +2)
Wondrous item, rare (requires attunement by a cleric or paladin)

Various golden ornaments are incorporated into red decorative cords, including a star on the left side and a crescent moon on the right side. At the ends of the cords there are small bells on both sides. When moonlight shines on the gold ornaments, the gold turns into pure silver, looking as if it were moonlight itself. A bright pair of eyes of a darkly beautiful human woman squints at others from the center of the two ornaments.

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

„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.

Holy Symbol of Mistra (Amulet of the Devout +3) very_rare PS-DC-LIL-01 Lost in Limbo PS-DC-LIL-01 Lost in Limbo Show
Notes:

Holy Symbol of Mistra (Amulet of the Devout +3)
Wondrous item, very rare (requires attunement by a cleric or paladin)

"This amulet was totally not stolen from the chosen of mystra because it has the ability to detect humanoids and especially Volo."

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Minor Property: Sentinel: This item detects humanoids in a 120ft radius and especially Volo!

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.