Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Wand of Magic Missiles
uncommon
DDHC-KftGV- 03 - Reach for the Stars
DDHC-KftGV- 03 - Reach for the Stars
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Notes:
Wand of Magic Missiles
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Mithral Chain Mail
uncommon
DDHC0-DoIP-2 Butterskull Ranch
DDHC0-DoIP-2 Butterskull Ranch
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Notes:
Mithral Chain Mail
Chain Mail (heavy), uncommon
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.
Battleaxe of Warning
uncommon
DDHC0-DoIP-12 - Tower of Storms
DDHC0-DoIP-12 - Tower of Storms
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Notes:
Battleaxe of Warning
Weapon (Battleaxe), Uncommon (Requires Attunement)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Rod of the Pact Keeper, +1
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
Trade Log
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Notes:
Rod of the Pact Keeper, +1
Rod, uncommon (requires attunement by a warlock)
A thin stone cylinder.
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
The Soothsinger (Doss Lute - Instrument of the Bards)
uncommon
WBW-DC-JOQ-03 Giant Serenade
WBW-DC-JOQ-03 Giant Serenade
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Notes:
The Soothsinger (Doss Lute - Instrument of the Bards)
Wonderous Item, Uncommon (Requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison
This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wand of Magic Missiles | uncommon | DDHC-KftGV- 03 - Reach for the Stars | DDHC-KftGV- 03 - Reach for the Stars | Show | ||
Notes:
Wand of Magic Missiles This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Mithral Chain Mail | uncommon | DDHC0-DoIP-2 Butterskull Ranch | DDHC0-DoIP-2 Butterskull Ranch | Show | ||
Notes:
Mithral Chain Mail 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. |
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Battleaxe of Warning | uncommon | DDHC0-DoIP-12 - Tower of Storms | DDHC0-DoIP-12 - Tower of Storms | Show | ||
Notes:
Battleaxe of Warning As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. |
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Rod of the Pact Keeper, +1 | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | Trade Log | Show | ||
Notes:
Rod of the Pact Keeper, +1 A thin stone cylinder. While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. |
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The Soothsinger (Doss Lute - Instrument of the Bards) | uncommon | WBW-DC-JOQ-03 Giant Serenade | WBW-DC-JOQ-03 Giant Serenade | Show | ||
Notes:
The Soothsinger (Doss Lute - Instrument of the Bards) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison This lute is the Soothsinger, a treasure of the former arch fey of the domain of Joquiet. Its body is made of pure, transparent crystal, and it has the word “Truth” carved into the neck. |