Magic Items

Purchased Magic Items

Name Rarity ▼ Location Table Result Source
Chase (Energie Bow) very_rare Assignment 4. Season 2025 Version 2 Assignment 4. Season 2025 Version 2 Show
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.

Scimitar of Speed very_rare DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
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.

Wand of Paralysis rare DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
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 Show
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.

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.

Wand of Magic Detection uncommon DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
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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.

Helm of Telepathy uncommon DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
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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.

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.

Rapier +1 uncommon DDHC-QftIS-01 The Lost City DDHC-QftIS-01 The Lost City Show
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.

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.

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)

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.