Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of Birdcalls
common
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Staff of Birdcalls
Staff, weapon, common
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Cloak of Murmuring Feathers (Cloak of Billowing)
common
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Cloak of Murmuring Feathers (Cloak of Billowing)
Wondrous item, common
This black feathered mantle seems to be made from raven plumage woven seamlessly into shadow. The feathers are cool to the touch and never shed. When the air is still, you swear you hear the faint rustle of wings or the echo of distant caws.
As a bonus action, you can cause the cloak to billow and spread as though caught in a sudden gust of wind. Rather than simple fabric movement, the cloak billows in a swirl of spectral raven feathers that momentarily scatter before fading into smoke and shadow.
When the cloak billows, nearby candles and lanterns flicker as if disturbed by unseen wings.
Immovable Rod
uncommon
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Immovable Rod
Rod, uncommon
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
Boots of Elvenkind
uncommon
DDHC0-DoIP-14 Woodland Manse
DDHC0-DoIP-14 Woodland Manse
Show
Notes:
Boots of Elvenkind
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
+1 Shield
uncommon
DDHC0-DoIP-3 Circle of Thunder
DDHC0-DoIP-3 Circle of Thunder
Show
Notes:
+1 Shield
Armor (shield), uncommon
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Birdcalls | common | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
Notes:
Staff of Birdcalls This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
||||||
Cloak of Murmuring Feathers (Cloak of Billowing) | common | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
Notes:
Cloak of Murmuring Feathers (Cloak of Billowing) This black feathered mantle seems to be made from raven plumage woven seamlessly into shadow. The feathers are cool to the touch and never shed. When the air is still, you swear you hear the faint rustle of wings or the echo of distant caws. As a bonus action, you can cause the cloak to billow and spread as though caught in a sudden gust of wind. Rather than simple fabric movement, the cloak billows in a swirl of spectral raven feathers that momentarily scatter before fading into smoke and shadow. When the cloak billows, nearby candles and lanterns flicker as if disturbed by unseen wings. |
||||||
Immovable Rod | uncommon | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
Notes:
Immovable Rod This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check. |
||||||
Boots of Elvenkind | uncommon | DDHC0-DoIP-14 Woodland Manse | DDHC0-DoIP-14 Woodland Manse | Show | ||
Notes:
Boots of Elvenkind While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. |
||||||
+1 Shield | uncommon | DDHC0-DoIP-3 Circle of Thunder | DDHC0-DoIP-3 Circle of Thunder | Show | ||
Notes:
+1 Shield While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC. |