Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Eagle Whistle
common
DDHC-TYP-3
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, rare
1 lb.
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
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.
Ruby of the War Mage
common
DC-MIKE-01 The Clash for the Multiversal Championship
DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
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.
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
Goggles of Night
uncommon
Traded
Trade Log
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Periapt of Wound Closure
uncommon
DDHC-TYP-3
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Rhythm Maker's Drum
uncommon
Level 5 Magic Item
DDHC-HotDQ Hoard of the Dragon Queen
Show
Notes:
Wondrous item, uncommon (+1), (requires attunement by a bard)
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next 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.
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.
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 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.
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.
Necklace of Prayer Beads
rare
Traded
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.
Blessing: Bless
Curing: Cure wounds (2nd level) or lesser restoration
Favor: Greater restoration
Wind walking: Wind walk
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.
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.
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.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Eagle Whistle | common | DDHC-TYP-3 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, rare |
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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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Ruby of the War Mage | common | DC-MIKE-01 The Clash for the Multiversal Championship | DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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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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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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Goggles of Night | uncommon | Traded | Trade Log | Show | ||
Notes:
Wondrous item, uncommon |
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Periapt of Wound Closure | uncommon | DDHC-TYP-3 | D&D Adventurers League Service Awards 2025v2 | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
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Rhythm Maker's Drum | uncommon | Level 5 Magic Item | DDHC-HotDQ Hoard of the Dragon Queen | Show | ||
Notes:
Wondrous item, uncommon (+1), (requires attunement by a bard) While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity. As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next 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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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. |
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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 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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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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Necklace of Prayer Beads | rare | Traded | 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. Blessing: Bless |
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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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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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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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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. |