Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Moon Sickle +1
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Nature's Mantle
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Nature's Mantle
Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Rapier +1
uncommon
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Rapier +1
Weapon (Rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
a glass-handled rapier
Winged Boots
uncommon
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.
Helm of Telepathy
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Cloak of Elvenkind
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Goggles of Night
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Goggles of Night
Wondrous item, uncommon
Moonlight monocle (no more fumbling in the dark)
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Radiance (+1 wand of the war mage)
uncommon
DDHC-CM The Price of Beauty
DDHC-CM The Price of Beauty
Show
Notes:
Radiance (+1 wand of the war mage)
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of Web
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Wand of Web
Wand, uncommon (requires attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
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.
Eyes of Minute Seeing
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Quiver of Ehlonna
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Quiver of Ehlonna
Wondrous Item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Stone of Good Luck
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Hag Eye (Im Frog of Holding)
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Hag Eye (Im Frog of Holding)
Wondrous Item, Uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Ring of Mind Shielding
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Sword of Vengeance
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
War Pick +1
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
War Pick +1
Melee weapon (martial, war pick), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Staff of Flowers
common
DDHC-DMM-Lvl-5
Assignment 2. Season 13 (50?)
Show
Notes:
Staff of Flowers
Staff, weapon, common
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Fold-Up Friend
common
DDHC-WBW-PR Prelude: Lost Things
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Fold-Up Friend
Wondrous Item, common
While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point.
Silvered Rapier
common
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Silvered Rapier
Weapon, common, Martial weapon
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Pearl of Elocution
common
DDHC-WBW-PR Prelude: Lost Things
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Pearl of Elocution
Wondrous Item, common
When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Moon Sickle +1 | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Moon Sickle +1 This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Nature's Mantle | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Nature's Mantle This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Rapier +1 | uncommon | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
Notes:
Rapier +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. a glass-handled rapier |
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Winged Boots | uncommon | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
Notes:
Winged Boots While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. |
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Helm of Telepathy | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Helm of Telepathy While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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Cloak of Elvenkind | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Cloak of Elvenkind While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. |
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Goggles of Night | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Goggles of Night Moonlight monocle (no more fumbling in the dark) While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Radiance (+1 wand of the war mage) | uncommon | DDHC-CM The Price of Beauty | DDHC-CM The Price of Beauty | Show | ||
Notes:
Radiance (+1 wand of the war mage) Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Wand of Web | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Wand of Web This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. 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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Eyes of Minute Seeing | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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Quiver of Ehlonna | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Quiver of Ehlonna Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Stone of Good Luck | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Stone of Good Luck While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Hag Eye (Im Frog of Holding) | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Hag Eye (Im Frog of Holding) A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn. Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously. Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends. |
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Ring of Mind Shielding | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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Sword of Vengeance | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Sword of Vengeance You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. |
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War Pick +1 | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
War Pick +1 You have a +1 bonus to attack and damage rolls made with this weapon. |
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Staff of Flowers | common | DDHC-DMM-Lvl-5 | Assignment 2. Season 13 (50?) | Show | ||
Notes:
Staff of Flowers This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mildscented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Fold-Up Friend | common | DDHC-WBW-PR Prelude: Lost Things | DDHC-WBW-PR Prelude: Lost Things | Show | ||
Notes:
Fold-Up Friend While this cut-out parchment character is withing 5 feet of you, you can command it to walk, play, dance, or follow you. The fold-up friend cannot take actions and cannot manipulate objects. It has AC 12 and 1 hit point. |
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Silvered Rapier | common | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Silvered Rapier An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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Pearl of Elocution | common | DDHC-WBW-PR Prelude: Lost Things | DDHC-WBW-PR Prelude: Lost Things | Show | ||
Notes:
Pearl of Elocution When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. |