Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Rapier +1
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
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Notes:
Rapier +1
Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Wand of Paralysis
rare
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
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Notes:
Wand of Paralysis
Wand, rare (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 cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
Shield +2
rare
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
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Notes:
Shield +2
Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Scimitar of Speed
very_rare
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
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Notes:
Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Chase (Energie Bow)
very_rare
Assignment 4. Season 2025 Version 2
Assignment 4. Season 2025 Version 2
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Notes:
Chase (Energie Bow)
Weapon (Longbow), Very Rare (Requires Attunement)
At first glance, the weapon looks like a sniper rifle, but the flickering energy streams betray its true nature. Luminous lines run like veins across the stock, while bright flashes shoot out from the barrel—as if it weren't technology, but a storm encased in metal.
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Rapier +1 | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Rapier +1 You have a +1 bonus to attack and damage rolls made with this weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. |
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| Wand of Paralysis | rare | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
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Notes:
Wand of Paralysis This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. 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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| Shield +2 | rare | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
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Notes:
Shield +2 While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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| Scimitar of Speed | very_rare | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
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Notes:
Scimitar of Speed You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
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| Chase (Energie Bow) | very_rare | Assignment 4. Season 2025 Version 2 | Assignment 4. Season 2025 Version 2 | Show | ||
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Notes:
Chase (Energie Bow) At first glance, the weapon looks like a sniper rifle, but the flickering energy streams betray its true nature. Luminous lines run like veins across the stock, while bright flashes shoot out from the barrel—as if it weren't technology, but a storm encased in metal. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. |
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