Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Boots of Striding and Springing
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
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Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Wand of Magic Missiles
uncommon
Wave echo cave
DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave
Show
Notes:
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Shield +2
rare
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Armor (Shield), Rare
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.
Ring of Protection
rare
Old Owl Well
DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Gem of Seeing
rare
Wildspace
SJ-DC HIPS Hiding in Plain Sight
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Notes:
Wondrous Item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Necklace of Fireballs
rare
Ghalasine
Keys from the Golden Vault - Heart of Ashes
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Notes:
Wondrous item, rare
This necklace has 9 (1d6 + 3) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Cloak of Displacement
rare
Ghalasine
Keys from the Golden Vault - Heart of Ashes
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Notes:
Cloak of Displacement
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Necklace of Prayer Beads
rare
Guild house of Agile Hand Thiefs Guild
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor
CLOAK OF THE BAT
rare
Wildspace
Trade Log
Show
Notes:
BAT BURGLAR CLOAK (CLOAK OF THE BAT) Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Shard of Snow Ice (Ioun Stone of Protection)
rare
Feywild
WBW-DC-PHP-POLAR-01
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Notes:
Wondrous item rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as -20 degrees Farhenheit.
Half Plate Armor +1 [Guardian]
rare
Earthspur Mountains
FR-DC-FET-01 Vatras Besieged
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Notes:
Armor (Half Plate Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
This Armor was onced forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar. a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.
Glaive +2
rare
Earthspur Mountains
FR-DC-FET-02 Vatras Abyss
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Notes:
Grûmsh Bryndrak (Glaive +2)
Weapon (Glaive), Rare
Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre.
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
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. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.
Wraps of unarmed Power +2
rare
For the Golden Vault
Trade Log
Show
Notes:
Wondrous Item, Rare
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Wand of Wonder
rare
Highroad
DDHC - DDA - 08 - Shivering Death
Show
Notes:
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
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 dust and is destroyed.
Wand of Wonder Effects
1d100 Effect
01–20
You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36–40
Heavy rain falls for 1 minute in a 120-foothigh, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41–45
A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56–60
A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn’t under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3–4, a Rat appears.
61–64
Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that’s already there grows to ten times its normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69–72
Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83–87
Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88–92
Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand’s tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93–97
You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target’s new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3–4, the new form is a Frog.
98–00
The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
Cursed Berserker Greataxe
rare
Highroad
DDHC - DDA - 08 - Shivering Death
Show
Notes:
Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained.
Roll20 Note: This item is not supported for drag and drop.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Onyx Dog Figurine of Wondrous Power
rare
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Wondrous Item, Rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Frost Brand
very_rare
Highroad
DDHC - DDA - 08 - Shivering Death
Show
Notes:
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement)
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.
In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.
Roll20 Note: This item is not supported for drag and drop.
Staff of Fire
very_rare
Earthspur Mountains
FR-DC-FET-03 Vatras Fury
Show
Notes:
Thun'rok Thrymbra (Staff of Fire)
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Fire damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4
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 crumbles into cinders and is destroyed.
Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Belt of Stone Giant Strength
very_rare
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Ollamh Harp of the Bards
legendary
Godsbreath
DDHC - DDA - 09 - A Song for a Copper
Show
Notes:
Wondrous Item, Legendary (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 this one. 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.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Ollamh harp
Confusion, Control Weather, Fire Storm
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Boots of Striding and Springing | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| Wand of Magic Missiles | uncommon | Wave echo cave | DDHC-LMOP-4 Lost Mine of Phandelver 4 Wave Echo Cave | Show | ||
|
Notes:
Wand, uncommon The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. |
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| Shield +2 | rare | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Armor (Shield), Rare While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. |
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| Ring of Protection | rare | Old Owl Well | DDHC-LMOP HC 03 Lost Mine of Phandelver - The Spider's Web | Show | ||
|
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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| Gem of Seeing | rare | Wildspace | SJ-DC HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| Necklace of Fireballs | rare | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Wondrous item, rare |
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| Cloak of Displacement | rare | Ghalasine | Keys from the Golden Vault - Heart of Ashes | Show | ||
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Notes:
Cloak of Displacement While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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| Necklace of Prayer Beads | rare | Guild house of Agile Hand Thiefs Guild | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure wounds (2nd level) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk Blessing, Wind walking, Curing, Favor |
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| CLOAK OF THE BAT | rare | Wildspace | Trade Log | Show | ||
|
Notes:
BAT BURGLAR CLOAK (CLOAK OF THE BAT) Wondrous Item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This item is found in the Dungeon Masters Guide. Special: This cloak is woven with supple jet black fabric that shimmers purple in the light with shifting patterns that resemble Wildspace. The cloak has the Guardian minor property, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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| Shard of Snow Ice (Ioun Stone of Protection) | rare | Feywild | WBW-DC-PHP-POLAR-01 | Show | ||
|
Notes:
Wondrous item rare (requires attunement) |
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| Half Plate Armor +1 [Guardian] | rare | Earthspur Mountains | FR-DC-FET-01 Vatras Besieged | Show | ||
|
Notes:
Armor (Half Plate Armor), Rare |
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| Glaive +2 | rare | Earthspur Mountains | FR-DC-FET-02 Vatras Abyss | Show | ||
|
Notes:
Grûmsh Bryndrak (Glaive +2) |
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| Wraps of unarmed Power +2 | rare | For the Golden Vault | Trade Log | Show | ||
|
Notes:
Wondrous Item, Rare While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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| Wand of Wonder | rare | Highroad | DDHC - DDA - 08 - Shivering Death | Show | ||
|
Notes:
Wand, Rare (Requires Attunement) This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected. 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 dust and is destroyed. The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead. |
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| Cursed Berserker Greataxe | rare | Highroad | DDHC - DDA - 08 - Shivering Death | Show | ||
|
Notes:
Weapon (Battleaxe, Greataxe, or Halberd), Rare (Requires Attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Roll20 Note: This item is not supported for drag and drop. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one. |
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| Onyx Dog Figurine of Wondrous Power | rare | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Onyx Dog. This onyx statuette of a dog can become a Mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed. |
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| Frost Brand | very_rare | Highroad | DDHC - DDA - 08 - Shivering Death | Show | ||
|
Notes:
Weapon (Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword), Very Rare (Requires Attunement) |
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| Staff of Fire | very_rare | Earthspur Mountains | FR-DC-FET-03 Vatras Fury | Show | ||
|
Notes:
Thun'rok Thrymbra (Staff of Fire) |
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| Belt of Stone Giant Strength | very_rare | Trade Log | Show | |||
|
Notes:
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. |
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| Ollamh Harp of the Bards | legendary | Godsbreath | DDHC - DDA - 09 - A Song for a Copper | Show | ||
|
Notes:
Wondrous Item, Legendary (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 this one. 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. |
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