Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Shortsword of Warning
uncommon
DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms
Show
Notes:
This Magic Weapon warns you of danger. While the weapon is on your person, you have advantage on Initiative rolls. In addition, you and any of your Companions within 30 feet of you can’t be surprised, except when Incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your Companions within range if any of you are sleeping naturally when Combat begins.
Wand of Secrets
uncommon
DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms
Show
Notes:
Wand, uncommon
The wand has 3 Charges. While holding it, you can use an action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn.
Instrument of Illusions
common
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
Wondrous Item, Common
While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything.
Moon Strike, Short Bow +1
uncommon
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
Weapon, Short Bow, Uncommon
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
See the full description of this item, which can be found in the Dungeon Masters Guide.
Decanter of Endless Water
uncommon
CCC-ARCON01-03 Pharmacist Wanted
Show
Notes:
Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak 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 options:
"Stream" produces 1 gallon of water.
"Fountain" produces 5 gallons of water.
"Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
This item is found in Magic Item Table C in the Dungeon Master’s Guide.
Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike.
Helm of Underwater Action
uncommon
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
Pearl of Power
common
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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.
Dragonhide Belt +1
uncommon
DDHC00-GSM-03 Danger at Dunwater
Show
Notes:
Wondrous item, uncommon (+1) (requires Attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's Rarity.
In addition, you can use an Action to regain ki points equal to a roll of your Martial Arts die. You can't use this Action again until the next dawn.
Amulet of Health
rare
Prinzess of the Apocalyps (Hardcover) - Tempel of the crushing wave
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
Dragon Slayer Shortsword
rare
Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye
Show
Notes:
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Bracers of Defense
rare
Trade Log
Show
Notes:
Wondrous Item, Rare (Requires Attunement) These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wand of Fear
rare
Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye
Show
Notes:
Wand, rare (requires attunement)
This wand has 7 charges for the following properties. It 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.
Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of the War Mage +1
uncommon
Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe
Show
Notes:
Wand, uncommon (requires attunement by a spellcaster)
While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Weapon +2
rare
Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe
Show
Notes:
A +2 weapon of the character’s choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs.
Against orcs, the weapon inflicts +2d6 damage.
Mariner's Armor
uncommon
Prinzess of the Apocalyps (Hardcover)
Show
Notes:
Armor (medium, scale), uncommon
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Scimitar +1
uncommon
Prinzess of the Apocalyps (Hardcover)
Show
Notes:
Weapon (any), uncommon (+1)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Alchemy Jug
uncommon
Prinzess of the Apocalyps (Hardcover)
Show
Notes:
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Tentacle Rod
rare
Prinzess of the Apocalyps (Hardcover) - Chapter5
Show
Notes:
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Trident of Fish Command
uncommon
Prinzess of the Apocalyps (Hardcover) - Chapter5
Show
Notes:
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Cloak of Arachnida
very_rare
DDHC-TOA-10 - The Ruins of Hisari
Show
Notes:
Wondrous Item, very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to poison damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area.Once used, this property of the cloak can't be used again until the next dawn.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Shortsword of Warning | uncommon | DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms | Show | |||
Notes:
This Magic Weapon warns you of danger. While the weapon is on your person, you have advantage on Initiative rolls. In addition, you and any of your Companions within 30 feet of you can’t be surprised, except when Incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your Companions within range if any of you are sleeping naturally when Combat begins. |
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Wand of Secrets | uncommon | DDHC0-DoIP Dragon of Icespire Peak: Tower of Storms | Show | |||
Notes:
Wand, uncommon The wand has 3 Charges. While holding it, you can use an action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn. |
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Instrument of Illusions | common | CCC-TAROT- 01-06 Lies in the Moonlight | Show | |||
Notes:
Wondrous Item, Common While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything. |
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Moon Strike, Short Bow +1 | uncommon | CCC-TAROT- 01-06 Lies in the Moonlight | Show | |||
Notes:
Weapon, Short Bow, Uncommon This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. See the full description of this item, which can be found in the Dungeon Masters Guide. |
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Decanter of Endless Water | uncommon | CCC-ARCON01-03 Pharmacist Wanted | Show | |||
Notes:
Wondrous Item, uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak 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 options: "Stream" produces 1 gallon of water. This item is found in Magic Item Table C in the Dungeon Master’s Guide. Around the edge are framed pictures of female humans and the words A Circle of Life Treats Everyone Alike. |
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Helm of Underwater Action | uncommon | DDHC00-GSM-03 Danger at Dunwater | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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Pearl of Power | common | DDHC00-GSM-03 Danger at Dunwater | Show | |||
Notes:
Wondrous item, major tier, uncommon (requires attunement by a spellcaster) While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 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. |
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Dragonhide Belt +1 | uncommon | DDHC00-GSM-03 Danger at Dunwater | Show | |||
Notes:
Wondrous item, uncommon (+1) (requires Attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's Rarity. In addition, you can use an Action to regain ki points equal to a roll of your Martial Arts die. You can't use this Action again until the next dawn. |
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Amulet of Health | rare | Prinzess of the Apocalyps (Hardcover) - Tempel of the crushing wave | Show | |||
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. |
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Dragon Slayer Shortsword | rare | Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye | Show | |||
Notes:
Weapon (shortsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. |
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Bracers of Defense | rare | Trade Log | Show | |||
Notes:
Wondrous Item, Rare (Requires Attunement) These steel bracers make a slight humming while worn. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Wand of Fear | rare | Prinzess of the Apocalyps (Hardcover) - Temple of the Elder Elemental Eye | Show | |||
Notes:
Wand, rare (requires attunement) This wand has 7 charges for the following properties. It 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. Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. |
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Wand of the War Mage +1 | uncommon | Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe | Show | |||
Notes:
Wand, uncommon (requires attunement by a spellcaster) While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Weapon +2 | rare | Prinzess of the Apocalyps (Hardcover) - Chapter6 Hall of the hunting axe | Show | |||
Notes:
A +2 weapon of the character’s choosing that vibrates and flares a deep scarlet glow when within 50 feet of orcs. |
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Mariner's Armor | uncommon | Prinzess of the Apocalyps (Hardcover) | Show | |||
Notes:
Armor (medium, scale), uncommon While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
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Scimitar +1 | uncommon | Prinzess of the Apocalyps (Hardcover) | Show | |||
Notes:
Weapon (any), uncommon (+1) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. |
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Alchemy Jug | uncommon | Prinzess of the Apocalyps (Hardcover) | Show | |||
Notes:
Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount |
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Tentacle Rod | rare | Prinzess of the Apocalyps (Hardcover) - Chapter5 | Show | |||
Notes:
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
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Trident of Fish Command | uncommon | Prinzess of the Apocalyps (Hardcover) - Chapter5 | Show | |||
Notes:
Weapon (trident), uncommon (requires attunement) This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. |
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Cloak of Arachnida | very_rare | DDHC-TOA-10 - The Ruins of Hisari | Show | |||
Notes:
Wondrous Item, very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. |