Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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
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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.
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.
Silver Raven Figurine of Wondrous Power
uncommon
DDHC-RotF 02 Icewind Dale
DDHC-RotF 02 Icewind Dale
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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.
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Moon Sickle +1 | uncommon | DDHC-RotF 01 Ten Towns - Mountain Climb | DDHC-RotF 01 Ten Towns - Mountain Climb | 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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Amarok´s Favor (Insignia of Claws) | uncommon | Assignment 2. Season 12 c | Trade Log | Show | ||
Notes:
Amarok´s Favor (Insignia of Claws) 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. |
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Boots of the Winterlands | uncommon | DDHC-RotF 01 Ten Towns | DDHC-RotF 01 Ten Towns | Show | ||
Notes:
Boots of the Winterlands
|
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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 |
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Pearl of Power | uncommon | DDHC-RotF 01 Ten Towns | DDHC-RotF 01 Ten Towns | Show | ||
Notes:
Pearl of Power |
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Bag of Tricks (Gray) | uncommon | DDHC-RotF 01 Ten Towns | DDHC-RotF 01 Ten Towns | Show | ||
Notes:
Bag of Tricks (Gray) 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. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. |
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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 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. |
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Helm of Telepathy | uncommon | DDHC-RotF 02 Icewind Dale | DDHC-RotF 02 Icewind Dale | 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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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) 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. |
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Frostwolf Armor (Smoldering Breastplate) | common | DDHC-RotF 01 Ten Towns | DDHC-RotF 01 Ten Towns | Show | ||
Notes:
Frostwolf Armor (Smoldering Breastplate) 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. |