Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Bag of Holding
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Tankard of Plenty
common
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
This golden stein is decorated with dancing dwarves and grain patterns.
If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn.
Insignia of Claws
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Leather Armor +1
rare
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Armor (light), rare (+1)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (longbow), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed
Longsword +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (Longsword). 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.
Longbow +1
uncommon
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (Longbow). 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.
Bracers of Defense
rare
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Belt of Fire Giant Strength
very_rare
DDHC-DIA-3
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Dagger of Venom
uncommon
DDHC-HotDQ
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Arrow-Catching Shield
rare
DDHC-HotDQ
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Dwarven Plate Armor
very_rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Heavy armor, very rare
65 lb.
AC 18
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
Belt of Hill Giant Strength
rare
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21.
Dragontooth Dagger
rare
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
Show
Notes:
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Wand of Fear
rare
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
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’t 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 prevents 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.
Driftglobe
uncommon
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dagger +1
uncommon
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
Show
Notes:
Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Dagger +1
uncommon
DDHC-RoT Rise of Tiamat
DDHC-RoT Rise of Tiamat
Show
Notes:
Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Bag of Holding | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Tankard of Plenty | common | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
This golden stein is decorated with dancing dwarves and grain patterns. If you speak the command word (“Illefarn”) while grasping the handle, the tankard fills with three pints of rich dwarven ale. The tankard has 3 charges. Using the tankard’s property expends 1 charge, and the tankard regains all expended charges daily at dawn. |
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Insignia of Claws | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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Leather Armor +1 | rare | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Armor (light), rare (+1) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. |
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Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Weapon (longbow), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Ammunition, Heavy, Range, Two-Handed |
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Longsword +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Weapon (Longsword). 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. |
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Longbow +1 | uncommon | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Weapon (Longbow). 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. |
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Bracers of Defense | rare | DDHC-HotDQ Hoard of the Dragon Queen | Show | |||
Notes:
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Belt of Fire Giant Strength | very_rare | DDHC-DIA-3 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Dagger of Venom | uncommon | DDHC-HotDQ | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. |
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Arrow-Catching Shield | rare | DDHC-HotDQ | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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Dwarven Plate Armor | very_rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Heavy armor, very rare The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. |
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Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness | Show | ||
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 use an action to play the instrument and 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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Belt of Hill Giant Strength | rare | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than 21. |
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Dragontooth Dagger | rare | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | Show | ||
Notes:
Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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Wand of Fear | rare | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | 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’t 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 prevents 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. |
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Driftglobe | uncommon | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | Show | ||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Dagger +1 | uncommon | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | Show | ||
Notes:
Weapon (dagger), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Dagger +1 | uncommon | DDHC-RoT Rise of Tiamat | DDHC-RoT Rise of Tiamat | Show | ||
Notes:
Weapon (dagger), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it. |