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.
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.
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.
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.
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.
Winged Boots
uncommon
DDEX2-10 Cloaks and Shadows
DDEX2-10 Cloaks and Shadows
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
+1 Scale Mail
uncommon
DDHC-KftGV-08 Vidorant's Vault
Show
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.
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.
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.
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.
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 Shortsword
uncommon
DDHC-KftGV-08 Vidorant's Vault
Show
+1 Battleaxe
uncommon
DDHC-KftGV-08 Vidorant's Vault
Show
Gloves of Thievery
uncommon
DDHC-KftGV-08 Vidorant's Vault
Show
| 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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| Dread Helm | common | DDHC0-DoIP Axeholm | DDHC0-DoIP Axeholm | Show | ||
|
Notes:
Wondrous item, common |
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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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| 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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| 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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| Winged Boots | uncommon | DDEX2-10 Cloaks and Shadows | DDEX2-10 Cloaks and Shadows | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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| +1 Scale Mail | uncommon | DDHC-KftGV-08 Vidorant's Vault | Show | |||
| 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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| Boots of Elvenkind | uncommon | DDHC0-DoIP Woodland Manse | DDHC0-DoIP Woodland Manse | Show | ||
|
Notes:
Wondrous item, 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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| Gauntlets of Ogre Power | uncommon | DDHC0-DoIP Axeholm | DDHC0-DoIP Axeholm | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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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 Shortsword | uncommon | DDHC-KftGV-08 Vidorant's Vault | Show | |||
| +1 Battleaxe | uncommon | DDHC-KftGV-08 Vidorant's Vault | Show | |||
| Gloves of Thievery | uncommon | DDHC-KftGV-08 Vidorant's Vault | Show | |||