Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Brazier of Commanding Fire Elementals rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.

Rope of Entanglement rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare

This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).

A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.

Mace of Terror rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Instrument of the Bards, Cli Lyre rare DDHC-KftGV Fire and Darkness DDHC-KftGV Fire and Darkness Show
Notes:

Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. 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 play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre 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.

Periapt of Proof against Poison rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare (requires attunement)
1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage

Manual of Bodily Health very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, very rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Iggwilv's Horn rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare (requires attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.

Once the horn has been used to cast a spell, it can't be used to cast that spell again until the next dawn.

Wand of Magic Missiles uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wand, uncommon
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 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.

Tasha's Creeping Keelboat very_rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, very rare (requires attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can't travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.

The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Longsword of Vengeance uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Weapon, uncommon (requires attunement)
Martial weapon, melee weapon
3 lb.

1d8 Slashing
Versatile (1d10)
Mastery: Sap
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Demon Skin (Plate) rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Heavy armor, rare (requires attunement)
65 lb.

AC 18
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.

While wearing the armor, you have resistance to poison damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Bag of Holding uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

+1 War Pick uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Weapon, uncommon
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.

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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Shortsword Giant Slayer rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Weapon, rare
Martial weapon, melee weapon
2 lb.

1d6 Piercing
Finesse, Light
Mastery: Vex
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.

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.

Flavor. The weapon stuck in the clay golem is a slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.

Cloak of Elvenkind uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

Eyes of Minute Seeing uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth 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.

Bracers of Defense rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Silvered Rapier common DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Weapon, common
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of 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.

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.

Folding Boat rare DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth Show
Notes:

Wondrous item, rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use:

First Command Word. The box unfolds into a Rowboat.

Second Command Word. The box unfolds into a Keelboat.

Third Command Word. The Folding Boat folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

Statistics for the Rowboat and Keelboat appear in the Player's Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

Ring of Mind Shielding uncommon DDHC-QfIS-The Lost Caverns of Tsojcanth DDHC-QfIS-The Lost Caverns of Tsojcanth 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.