Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Wand of Lightning Bolts
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Wand, rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
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 ashes and is destroyed.
Amulet of Health
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Ring of Acid Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Animated Shield
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Shield (shield), very rare (requires attunement)
6 lb.
AC +2
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Wand of Polymorph
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Wand, very rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
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 ashes and is destroyed.
Staff of Withering
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
+2 Longbow
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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Notes:
Weapon, rare
Martial weapon, ranged weapon
2 lb.
1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Staff of Frost
very_rare
Traded
Trade Log
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Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have Resistance to Cold 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
Cone of Cold 5
Fog Cloud 1
Ice Storm 4
Wall of Ice 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 turns to water and is destroyed.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Wand of Lightning Bolts | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) 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 ashes and is destroyed. |
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Amulet of Health | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Ring of Acid Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Animated Shield | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Shield (shield), very rare (requires attunement) |
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Wand of Polymorph | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wand, very rare (requires attunement by a spellcaster) 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 ashes and is destroyed. |
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Staff of Withering | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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+2 Longbow | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Weapon, rare Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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Staff of Frost | very_rare | Traded | Trade Log | Show | ||
Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have Resistance to Cold 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 |