Magic Items

Purchased Magic Items

Name Rarity Location ▼ Table Result Source
Clockwork Amulet common Found in the Gnomes Treasure Room DDHC-DoIP Gnomengarde Show
Notes:

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.

Wand of Pyrotechnics common Found in the Gnomes Treasure Room DDHC-DoIP Gnomengarde Show
Notes:

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

+3 Bloodwell Vial very_rare DDHC-KftGV-13 Fire and Darkness (Golden Vault Reward) Trade Log Show
Notes:

Wondrous item, very rare (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Mystery Key common DDHC-DoIP Shrine of Savras DDHC-DoIP Shrine of Savras Show
Notes:

Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.

Shield +1 uncommon DDHC-DoIP Circle of Thunder DDHC-DoIP Circle of Thunder Show
Notes:

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Rooster (Wand of Wonder) rare DDAL00-03 Those That Came Before Trade Log Show
Notes:

Wand, rare (requires attunement by a spellcaster)

Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the Effect causes you to Cast a Spell from the wand, the spell’s save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn’t already.

If an Effect covers an area, you must center the spell on and include the target. If an Effect has multiple possible subjects, the DM randomly determines which ones are affected.

The wand 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 dust and is destroyed.

Battle Axe of Warning uncommon Crabbys Gift DDHC-DoIP Tower of Storms Show
Notes:

melee weapon (martial, axe) , uncommon (requires attunement)

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.

Mithral Chain Mail uncommon Big L's Warderobe DDHC-DoIP Butterskull Ranch Show
Notes:

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.

Instrument of Illusions common DDHC-DoIP Dragon Barrow Show
Notes:

Wondrous item, common (requires attunement)

While you are playing this musical instrument, you can create harmless, illusory 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 effects end when you stop playing.

Gauntlets of Ogre Power uncommon DDHC-DoIP Axeholm Show
Notes:

Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.

Staff of Birdcalls common DDHC-DoIP Dragon Barrow Woodland Manson Show
Notes:

Staff, common

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Cloak of Billowing common DDHC-DoIP Dragon Barrow Woodland Manson Show
Notes:

Wondrous item, common

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Immovable Rod common DDHC-DoIP Dragon Barrow Woodland Manson Show
Notes:

Rod, uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Dread Helm common DDHC-DoIP Axeholm Show
Notes:

The dread helm is a fearsome steel helm that makes its wearer’s eyes glow red.