Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Slumbering Scaled Ornament (Earring) uncommon DDHC-DD Death at Sunset DDHC-DD Death at Sunset Show
Notes:

Slumbering Scaled Ornament
Wondrous item, uncommon (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Leafwarden (Dragon Slayer Longsword) rare DDHC-DD Death at Sunset DDHC-DD Death at Sunset Show
Notes:

Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slumbering Dragon's Wrath Shortsword uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Slumbering Dragon's Wrath Shortsword (Silverdragon)
Weapon (Shortsword), uncommon (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Draconic Quirk: The item grants its bearer resistance to the damage type of the breath weapon of the last dragon whose hoard the item steeped in.

Pearl of Power uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can’t be used again until the next dawn.

Nature's Mantle uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Nature's Mantle
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

Slumbering Dragon-Touched Focus (Amulet) uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Slumbering Dragon-Touched Focus (Amulet)
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.

Instrument of Scribing (Lyre) common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Instrument of Scribing (Lyre)
Wondrous Item, Common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.

Decanter of Endless Water uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Decanter of Endless Water
Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words:

Splash. The decanter produces 1 gallon of water.

Fountain. The decanter produces 5 gallons of water.

Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.

Gloves of Missile Snaring uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Gloves of Missile Snaring
Wondrous Item, Uncommon (Requires Attunement)

If you’re hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.

Necklace of Adaptation uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Necklace of Adaptation
Wondrous Item, Uncommon (Requires Attunement)

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

Whip +1 uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Whip +1
Weapon (Whip), Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Sylvan Talon Shortsword common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Sylvan Talon Shortsword
Weapon (Shortsword), Common (Requires Attunement)

While this weapon is on your person, you understand the nonwritten communication of all Fey, and they understand yours.

Secret Message. As a Magic action, you can use the weapon to cast Message. Once this property is used, it can’t be used again until the next dawn.

Clockwork Amulet common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Clockwork Amulet
Wondrous Item, Common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

Horn of Silent Alarm common DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Horn of Silent Alarm
Wondrous Item, Common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn’s blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.

Studded Leather Enspelled Armor (Shield) uncommon DDHC-DD-03 The Will of Orcus DDHC-DD-03 The Will of Orcus Show
Notes:

Studded Leather Enspelled Armor (Shield)
Armor (Studded Leather), Uncommen (Requires Attunement)

Bound into this armor is a spell of level 8 or lower. The spell is determined when the armor is created and must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.

The level of the spell bound into the armor determines the spell’s saving throw DC and attack bonus, as well as the armor’s rarity, as shown in the following table.

Confectioner’s Bag of Tricks (Bag of Tricks, Gray) uncommon DDHC-DD-02 Baker's Doesn't DDHC-DD-02 Baker's Doesn't Show
Notes:

Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

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.
Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

1d8 Creature
1 Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers.
2 Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts.
3 Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf.
4 Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together.
5 Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars.
6 Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.”
7 Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping.
8 Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments.

Baba Yaga´s Dancing Broom uncommon DDHC-DD-02 Baker's Doesn't DDHC-DD-02 Baker's Doesn't Show
Notes:

Baba Yaga´s Dancing Broom
Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.

Slumbering Dragon Vessel (Vial) uncommon DDHC-DD-02 Baker's Doesn't DDHC-DD-02 Baker's Doesn't Show
Notes:

Slumbering Dragon Vessel (Vial)
Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Draconic Quirk: The item's bearer has advantage on Charisma (Intimidation) checks made against non-Dragons.

Ventur Companie Pocket Watch common DC-FR-VENTURE-01 Venture to the East: First Flight DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

Ventur Companie Pocket Watch
Wondrous item, common

"May this emblem lead you the way into the unknown as you venture forth on your path to new discoveries."

https://files.d20.io/images/469658792/jYvDhrQj-Q1ANMXPBjGRWA/med.png?1767261771

While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.

Minor Property: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.

Venture Company Issued Travel Pack (Heward's Handy Haversack) rare DC-FR-VENTURE-01 Venture to the East: First Flight DC-FR-VENTURE-01 Venture to the East: First Flight Show
Notes:

Venture Company Issued Travel Pack (Heward's Handy Haversack)
Wondrous Item, Rare

"This Venture Company issued Backpack comes with more space than you'll ever need. Including woven in arcane sigils that can heat you up or cool you down."
Included in this backpack are:

https://files.d20.io/images/469660012/Ml_PRgAw_xkzLtzmFgy0MA/med.jpg?1767264182

1 Keoghthom's Ointment (5 Charges)
1 Spellwrought Tattoo with Featherfall
1 Spellwrought Tattoo with Emergency Rations (Goodberry)
1 Tent
4 Waterskins (2 filled with Water, 2 filled with Wine)
30 Rations
1 Bullseye Lantern (Plus two Vials of Oil)
A pack of Candles (20 Candles)
A Map of Toril
1 Flask of Holy Water
5 Sheets of Parchment / 1 Ink Pen with the Venture Logo / 2 Vials of Ink
A empty Journal with the Venture Company Logo on it
2 coils of Rope
A Shovel
2 Tinderboxes
1 extra warm and fluffy Blanket
1 Bedroll

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Minor Property:
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.