Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

Vassavicken's Greataxe rare DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode übergang Chapter 6: Caves of Hunger Show
Notes:

Vassavicken's Greataxe (Berserker Axe)
Weapon (greataxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Trident +2 rare DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode Show
Notes:

Trident +2
Weapon (trident), rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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.

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.

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.

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.

Professor Skant rare DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode Show
Notes:

Professor Skant
Wondrous item, rare

Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:

  • The history of Netheril
  • Vampirism and the traits of vampires
  • Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
  • The tarrasque

A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.

The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.

The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.

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.

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.

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.

Mithral Armor uncommon DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode Show
Notes:

Mithral Armor
Armor (chain mail), uncommen

Mithral: Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Mantle of Spell Resistance rare DDHC-RotF 06 - Caves of Hunger DDHC-RotF 06 - Caves of Hunger Show
Notes:

Mantle of Spell Resistance
Wondrous item, rare (requires attunement)

You have advantage on saving throws against spells while you wear this cloak.

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.

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.

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.

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.

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.

Gray Bag of Tricks uncommon DDHC-RotF 05 - Auril's Abode DDHC-RotF 05 - Auril's Abode Show
Notes:

Gray Bag of Tricks
Wondrous Item, Uncommon

This bag made from gray cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.

You can take a Magic 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 on the table below. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. 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.
Gray Bag of Tricks
1d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk