Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Liriod (Compass Pole of Collapsing)
common
WBW-DC-ZION-02 Alexander's Hand Show
Assignment 5. Season 2025 Version 2
Show
Notes:
Liriod (Compass Pole of Collapsing)
Wondrous Item, Common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Sculpted along the shaft of this 1-foot-long rod made of gray marble are two blue dragon wyrmlings fighting. When this magic item reverts to a 10-foot pole, the rod splits in half horizontally as it elongates, and a magical 9-foot long crackling, harmless, black lightning connects both ends of the pole.
Compass. The Wielder can use an action to learn which way is north.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Silvered Dagger
common
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Silvered Dagger
Weapon (Dagger), Common
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.
Deck of Illusions (20 Cards)
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Deck of Illusions (20 Cards)
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
Javelin of Lightning
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Javelin of Lightning
Weapon (Javelin), Uncommon
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn.
Helm of Telepathy
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Helm of Telepathy
Wondrous Item, Uncommon (Requires Attunement)
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn.
Wand of Secrets
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Detection
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Pandora´s Sword (Longsword +1)
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Pandora´s Sword (Longsword +1)
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
Pandora´s Spear (Weapon of Warning)
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Pandora´s Spear (Weapon of Warning)
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Cloak of Protection
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
Show
Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Cloak of Elvenkind
uncommon
DDHC-QftIS-01 The Lost City
DDHC-QftIS-01 The Lost City
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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
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| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
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| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
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| Liriod (Compass Pole of Collapsing) | common | WBW-DC-ZION-02 Alexander's Hand Show | Assignment 5. Season 2025 Version 2 | Show | ||
|
Notes:
Liriod (Compass Pole of Collapsing) This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows. Sculpted along the shaft of this 1-foot-long rod made of gray marble are two blue dragon wyrmlings fighting. When this magic item reverts to a 10-foot pole, the rod splits in half horizontally as it elongates, and a magical 9-foot long crackling, harmless, black lightning connects both ends of the pole. Compass. The Wielder can use an action to learn which way is north. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
||||||
| Silvered Dagger | common | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Silvered Dagger 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. |
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| Deck of Illusions (20 Cards) | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Deck of Illusions (20 Cards) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |
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| Javelin of Lightning | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Javelin of Lightning Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can’t be used again until the next dawn. |
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| Helm of Telepathy | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Helm of Telepathy While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be cast from it again until the next dawn. |
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| Wand of Secrets | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Wand of Secrets The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
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| Wand of Magic Detection | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Wand of Magic Detection This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. |
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| Pandora´s Sword (Longsword +1) | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Pandora´s Sword (Longsword +1) You have a +1 bonus to attack and damage rolls made with this magic weapon. 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. |
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| Pandora´s Spear (Weapon of Warning) | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Pandora´s Spear (Weapon of Warning) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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| Cloak of Protection | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | Show | ||
|
Notes:
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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| Cloak of Elvenkind | uncommon | DDHC-QftIS-01 The Lost City | DDHC-QftIS-01 The Lost City | 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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