Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Lute of Illusions
common
DDHC0-DoIP Dragons Burrow
DDHC0-DoIP Dragons Barrow
Show
Notes:
Wondrous item, common
While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation 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.
Cloak of Many Fashions
common
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
Show
Notes:
Wondrous item, common
While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Staff of Birdcalls
common
DDHC0-DoIP Woodland Manse
DDHC0-DoIP Woodland Manse
Show
Notes:
Staff, weapon, common
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 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.
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 explodes in a harmless cloud of bird feathers and is lost forever.
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.
Cloak of Billowing
common
DDHC0-DoIP Woodland Manse
DDHC0-DoIP Woodland Manse
Show
Notes:
Wondrous item, common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Mystery Key
common
DDHC0-DoIP- Shrine of Savras
DDHC0-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.
Dread Helm
common
DDHC0-DoIP Axeholm
DDHC0-DoIP Axeholm
Show
Notes:
Wondrous item, common
While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Ring of Mind Shielding
uncommon
DDEX2-6 Breath of the Yellow Rose
DDEX2-6 Breath of the Yellow Rose
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Figurine of Wondrous Power, Silver Raven
uncommon
Traded
Trade Log
Show
Notes:
Wondrous item, uncommon
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
Silver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it.
+1 Arcane Grimoire
uncommon
Traded
Trade Log
Show
Notes:
Wondrous item, uncommon (requires attunement by a wizard)
3 lb.
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Mithral Armor
uncommon
DDHC0-DoIP-2 Butterskull Ranch
DDHC0-DoIP Butterskull Ranch
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
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.
Immovable Rod
uncommon
DDHC0-DoIP Woodland Manse
DDHC0-DoIP Woodland Manse
Show
Notes:
Rod, uncommon
2 lb.
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
Shield +1
uncommon
DDHC0-DoIP Circle of Thunder
DDHC0-DoIP Circle of Thunder
Show
Notes:
Shield (shield), uncommon
6 lb.
AC +2
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
Boots of Elvenkind
uncommon
DDHC0-DoIP Woodland Manse
DDHC0-DoIP Woodland Manse
Show
Notes:
Wondrous item, uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Gauntlets of Ogre Power
uncommon
DDHC0-DoIP Axeholm
DDHC0-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 19 or higher without them.
Eyes of Minute Seeing
uncommon
DDHC-CM-14
Service Rewards S12c
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Shortsword of Warning
uncommon
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
Show
Notes:
Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Wand of Secrets
uncommon
DDHC-DoIP Tower of Storms
DDHC-DoIP Tower of Storms
Show
Notes:
Wand, uncommon
1 lb.
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Goggles of Night
uncommon
DDHC-DoIP Mountain's 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 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Cloak of the Shadowed Wing
rare
FR-DC-DoC Death of Cryovain
DDHC0-DoIP Ice Spire Hold & FR-DC-DoC Death of Cryovain
Show
Notes:
(Cloak of Displacement), Wondrous item, rare (requires attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Appearance:
This elegant cloak seems to be woven from the fabric of the Shadowfell itself, as it is colored in a deep black with a hue of blue and violet. When the wearer moves, the cloak ripples in unnatural ways, as its edges flow into dark mist and shadows.
Attunement:
When you first attune to this cloak, you feel as if the Raven Queen herself folds her wings around your body, as a chill goes through the air and you hear whispers of distant memories.
Vicious Shortsword
rare
Traded
Trade Log
Show
Notes:
Weapon (Shortsword), rare
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Lute of Illusions | common | DDHC0-DoIP Dragons Burrow | DDHC0-DoIP Dragons Barrow | Show | ||
|
Notes:
Wondrous item, common |
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| Cloak of Many Fashions | common | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
|
Notes:
Wondrous item, common |
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| Staff of Birdcalls | common | DDHC0-DoIP Woodland Manse | DDHC0-DoIP Woodland Manse | Show | ||
|
Notes:
Staff, weapon, common 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 explodes in a harmless cloud of bird feathers and is lost forever. 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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| Cloak of Billowing | common | DDHC0-DoIP Woodland Manse | DDHC0-DoIP Woodland Manse | Show | ||
|
Notes:
Wondrous item, common |
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| Mystery Key | common | DDHC0-DoIP- Shrine of Savras | DDHC0-DoIP Shrine of Savras | Show | ||
|
Notes:
Wondrous item, common |
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| Dread Helm | common | DDHC0-DoIP Axeholm | DDHC0-DoIP Axeholm | Show | ||
|
Notes:
Wondrous item, common |
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| Ring of Mind Shielding | uncommon | DDEX2-6 Breath of the Yellow Rose | DDEX2-6 Breath of the Yellow Rose | Show | ||
|
Notes:
Ring, uncommon (requires attunement) You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. |
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| Figurine of Wondrous Power, Silver Raven | uncommon | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. Silver Raven (Uncommon). This silver statuette of a raven can become a Raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast Animal Messenger on it. |
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| +1 Arcane Grimoire | uncommon | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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| Mithral Armor | uncommon | DDHC0-DoIP-2 Butterskull Ranch | DDHC0-DoIP Butterskull Ranch | Show | ||
|
Notes:
Armor (medium or heavy, but not hide), uncommon 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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| Immovable Rod | uncommon | DDHC0-DoIP Woodland Manse | DDHC0-DoIP Woodland Manse | Show | ||
|
Notes:
Rod, uncommon |
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| Shield +1 | uncommon | DDHC0-DoIP Circle of Thunder | DDHC0-DoIP Circle of Thunder | Show | ||
|
Notes:
Shield (shield), uncommon |
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| Boots of Elvenkind | uncommon | DDHC0-DoIP Woodland Manse | DDHC0-DoIP Woodland Manse | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Gauntlets of Ogre Power | uncommon | DDHC0-DoIP Axeholm | DDHC0-DoIP Axeholm | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Eyes of Minute Seeing | uncommon | DDHC-CM-14 | Service Rewards S12c | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Shortsword of Warning | uncommon | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
|
Notes:
Weapon, uncommon (requires attunement) Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Wand of Secrets | uncommon | DDHC-DoIP Tower of Storms | DDHC-DoIP Tower of Storms | Show | ||
|
Notes:
Wand, uncommon |
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| Goggles of Night | uncommon | DDHC-DoIP Mountain's Toe Gold Mine | DDHC-DoIP Mountain's Toe Gold Mine | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Cloak of the Shadowed Wing | rare | FR-DC-DoC Death of Cryovain | DDHC0-DoIP Ice Spire Hold & FR-DC-DoC Death of Cryovain | Show | ||
|
Notes:
(Cloak of Displacement), Wondrous item, rare (requires attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. Appearance: Attunement: |
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| Vicious Shortsword | rare | Traded | Trade Log | Show | ||
|
Notes:
Weapon (Shortsword), rare Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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