Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Lantern of Tracking (Elementals) common DDHC-RotF-01 Ten-Towns - Bryn Shander DDHC-RotF-01 Ten-Towns - Bryn Shander Show
Notes:

Lantern of Tracking (Elementals)
Wondrous item, common

This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.

Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.

Ring of Warmth uncommon DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster DDHC-RotF-01 Ten-Towns - Bremen: Lake Monster Show
Notes:

Ring of Warmth
Ring, uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Moon Sickle +1 uncommon DDHC-RotF 01 Ten Towns - Mountain Climb DDHC-RotF 01 Ten Towns - Mountain Climb 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.

Amarok´s Favor (Insignia of Claws) uncommon Assignment 2. Season 12 c Trade Log Show
Notes:

Amarok´s Favor (Insignia of Claws)
Wondrous item, uncommon

This Insignia Earring is made of black stone and depicts a Wolf with its mouth agape as its eyes glow ice blue as you enter battle, 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.

Boots of the Winterlands uncommon DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Wand of the War Mage +1 uncommon DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Wand of the War Mage +1
Wand, uncommon (requires attunement by a spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Pearl of Power uncommon DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak this pearl’s command word and regain one expended spell slot. If the expended slot was 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Staff of Frost very_rare DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Staff of Frost
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).

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 to water and is destroyed.

Frostwolf Armor (Smoldering Breastplate) common DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Frostwolf Armor (Smoldering Breastplate)
Medium armor, common

These breastplates have been reinforced with the fur of a winter wolf so that the animal's icy aura can still be slightly felt on them, causing icy fog to rise from it.

Bag of Tricks (Gray) uncommon DDHC-RotF 01 Ten Towns DDHC-RotF 01 Ten Towns Show
Notes:

Bag of Tricks (Gray)
Adventuring Gear (Wondrous Item)

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Amulet of Health rare DDHC-RotF 02 Icewind Dale - Black Cabin DDHC-RotF 02 Icewind Dale - Black Cabin Show
Notes:

Amulet of Health
Wondrous item, rare (requires attunement)

The amulet's pendant and chain are made of gold, and the pendant bears the symbol of two hands cupping the sun.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.

Hook of Fisher's Delight rare DDHC-RotF 02 Icewind Dale DDHC-RotF 02 Icewind Dale Show
Notes:

Hook of Fisher's Delight
Wondrous item, rare

This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.

Hook of Fisher’s Delight
d20

Fish Color
Magical Property
1–10 Green with copper bands This tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught.
11–14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15–18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet.
19–20 Gold with silver stripes This tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught.

Horn of Blasting rare DDHC-RotF 02 Icewind Dale - Jarlmoot DDHC-RotF 02 Icewind Dale - Jarlmoot Show
Notes:

Horn of Blasting
Wondrous item, rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Silver Raven Figurine of Wondrous Power uncommon DDHC-RotF 02 Icewind Dale DDHC-RotF 02 Icewind Dale Show
Notes:

Silver Raven Figurine of Wondrous Power
Wondrous item, uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.

Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Helm of Telepathy uncommon DDHC-RotF 02 Icewind Dale DDHC-RotF 02 Icewind Dale 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.

Eyes of Minute Seeing uncommon DDHC-RotF 02 Icewind Dale DDHC-RotF 02 Icewind Dale 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.

Hat of Disguise uncommon DDHC-RotF 03 - Sunblight DDHC-RotF 03 - Sunblight Show
Notes:

Hat of Disguise
Wondrous item, uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Piwafwi uncommon DDHC-RotF 03 - Sunblight DDHC-RotF 03 - Sunblight Show
Notes:

Piwafwi
Wondrous item, uncommon (requires attunement)

A dark spider-silk cloak made by drow. This item has the properties of a cloak of elvenkind but loses its magic if it’s exposed to sunlight for 1 hour without interruption.

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.

Wand of Web uncommon DDHC-RotF 03 - Sunblight DDHC-RotF 03 - Sunblight 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.

Quiver of Ehlonna uncommon DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode 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.