Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Wand of Secrets
uncommon
Treasure Chest
DDHC-DoIP Tower of Storms
Show
Notes:
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 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.
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.
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.
Shield +1
uncommon
KftGV - Heart of Ashes
Service Rewards 50th Anniversary
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.
Sending Stones
uncommon
Keys from the Golden Vault - Masterpiece Imbroglio
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Rope of Entanglement
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
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.
Pole of Collapsing
common
Reward from Kings: Korboz und Gnerkli
DDHC-DoIP Gnomengarde
Show
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows.
Necklace of Prayer Beads
rare
Keys from the Golden Vault - Masterpiece Imbroglio
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
1 lb.
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 by rolling on the table below. 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.
1x Bead of Blessing Bless
1x Bead of Curing Cure Wounds (level 2 version)
2x Bead of Favor Greater Restoration
1x Bead of Wind Walking Wind Walk
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.
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.
Mace of Terror
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
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.
Lantern of Revealing
uncommon
Keys from the Golden Vault - Masterpiece Imbroglio
Service Rewards 50th Anniversary
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Ioun Stone, Insight
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.
Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Instrument of the Bards (Cli Lyre)
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Wondrous item, rare (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. 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 Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.
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.
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.
Hat of Wizardry
common
Reward from Kings: Korboz und Gnerkli
DDHC-DoIP Gnomengarde
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Goggles of Night
uncommon
Mountains Toe Gold Mine
DDHC-DoIP Mountain's Toe Gold Mine
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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Wand of Secrets | uncommon | Treasure Chest | DDHC-DoIP Tower of Storms | Show | ||
Notes:
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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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. |
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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. |
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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. |
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Shield +1 | uncommon | KftGV - Heart of Ashes | Service Rewards 50th Anniversary | 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. |
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Sending Stones | uncommon | Keys from the Golden Vault - Masterpiece Imbroglio | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Rope of Entanglement | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Wondrous item, rare A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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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. |
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Pole of Collapsing | common | Reward from Kings: Korboz und Gnerkli | DDHC-DoIP Gnomengarde | Show | ||
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. |
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Necklace of Prayer Beads | rare | Keys from the Golden Vault - Masterpiece Imbroglio | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. 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. 1x Bead of Blessing Bless |
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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. |
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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. |
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Mace of Terror | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Weapon (Mace), rare (requires attunement) 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. |
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Lantern of Revealing | uncommon | Keys from the Golden Vault - Masterpiece Imbroglio | Service Rewards 50th Anniversary | Show | ||
Notes:
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Ioun Stone, Insight | very_rare | Traded | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. |
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Instrument of the Bards (Cli Lyre) | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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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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. |
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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. |
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Hat of Wizardry | common | Reward from Kings: Korboz und Gnerkli | DDHC-DoIP Gnomengarde | Show | ||
Notes:
Wondrous item, common (requires attunement by a wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
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Goggles of Night | uncommon | Mountains Toe Gold Mine | DDHC-DoIP Mountain's Toe Gold Mine | Show | ||
Notes:
Wondrous Item, uncommon |