Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
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.

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.

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.

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.

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.

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.

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.

Scimitar +3 very_rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

You have a +3 bonus to attack and damage rolls made with this weapon.

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.

Rod of Absorption very_rare DDAL00-02E Forgotten Foes Show
Notes:

Requires Attunement

While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell's Effect is canceled, and the spell's energy — not the spell itself — is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no Effect on that spell.

When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.

If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.

A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

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.

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.

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.

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.

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.

Goggles of Night uncommon Trade Log Show
Notes:

Wondrous item, uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

Flame Tongue (Shortsword) rare DDHC-TOA-10 - The Ruins of Hisari Show
Notes:

Weapon (Shortsword), rare (requires attunement)

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits.
The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Feature: This sword is forged from glistening obsidian.

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.

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.

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.