Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Secrets uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) 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.

Wand of Magic Detection uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Wand, uncommon
1 lb.
This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.

Silvered Dagger common DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Dagger), common
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
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.

Silvered Dagger common DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Dagger), common
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
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.

Silvered Dagger common DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Dagger), common
Simple weapon, melee weapon
1 lb.

1d4 Piercing
Finesse, Light, Thrown (20/60 ft.)
Mastery: Nick
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.

Spear of Warning uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

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

1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
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.

+1 Longsword uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Longsword), uncommon
Martial weapon, melee weapon
3 lb.

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

Javelin of Lightning uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Javelin), uncommon
Simple weapon, melee weapon
2 lb.

1d6 Piercing
Thrown (30/120 ft.)
Mastery: Slow

Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.

Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.

+1 Rapier uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Rapier), uncommon
Martial weapon, melee weapon
2 lb.

1d8 Piercing
Finesse
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Wand of Paralysis rare DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Wand, rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success.

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.

Cloak of Protection uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Cloak of Elvenkind uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) 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.

Deck of Illusions (24 Cards) uncommon DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Wondrous item, uncommon
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions
1d100 Illusion
01-03 Adult Red Dragon
04-06 Archmage
07-09 Assassin
10-12 Bandit Captain
13-15 Beholder
16-18 Berserker
19-21 Bugbear Warrior
22-24 Cloud Giant
25-27 Druid
28-30 Erinyes
31-33 Ettin
34-36 Fire Giant
37-39 Frost Giant
40-42 Gnoll Warrior
43-45 Goblin Warrior
46-48 Guardian Naga
49-51 Hill Giant
52-54 Hobgoblin Warrior
55-57 Incubus
58-60 Iron Golem
61-63 Knight
64-66 Kobold Warrior
67-69 Lich
70-72 Medusa
73-75 Night Hag
76-78 Ogre
79-81 Oni
82-84 Priest
85-87 Succubus
88-90 Troll
91-93 Warrior Veteran
94-96 Wyvern
97-00 The card drawer

+2 Shield rare DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Shield (shield), rare
6 lb.

AC +2
While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Scimitar of Speed very_rare DDHC-QftIS The Lost City DDHC-QftIS The Lost City (4 Sessions) Show
Notes:

Weapon (Scimitar), very rare (requires attunement)
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Finesse, Light
Mastery: Nick
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.

Studded Leather Armor of Gleaming common Traded Trade Log Show
Notes:

Light armor (studded leather armor), common
13 lb.

AC 12 + Dex
This armor never gets dirty.

Rapier of Warning uncommon Traded Trade Log Show
Notes:

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

1d8 Piercing
Finesse
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.

Artaaqs Mantle uncommon DC-FR-TNaiD Bryn Shander´s Questbord: Quest -Frozen Antlers DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers Show
Notes:

Nature's Mantle, Wondrous item, uncommon (requires attunement by a druid or ranger)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

The coat is made of dense, silver-white fur, reminiscent of a caribou's winter coat. The interior is lined with deep blue fabric embroidered with delicate, frosty branch patterns. A round wooden button with a carved deer symbol keeps the coat closed.

When the wearer stands still, a gentle mist settles around their feet, as if accompanied by the breath of an invisible animal.

The coat always gives its wearer an unerring sense of cardinal directions. Even in complete darkness, in a blizzard, or in a cave, the wearer instinctively knows which way is north. This sense manifests itself as a gentle, almost imperceptible tug of the inner fur fibers in the respective direction.

Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.

Elkhorn Scimitar common DC-FR-TNaiD Bryn Shander´s Questbord: Quest -Frozen Antlers DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Frozen Antlers Show
Notes:

Moon-Touched Scimitar, Weapon (Scimitar), common
Martial weapon, melee weapon
3 lb.

1d6 Slashing
Finesse, Light
Mastery: Nick

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

This artfully crafted scimitar bears a softly glowing, moonlit blade intricately engraved with caribou hoofprints. The hilt is made of silver-white polished caribou and elk horn, shaped like delicate antlers that rest firmly yet supple in the wielder's hand.

As the weapon swings through the air or lands a blow, a distant, melancholy snatch of elven song rises—an ancient song of the winter eladrin, carried like an icy wind across frozen lakes. The sound is audible to all nearby, but only the wielder feels its subtle reverberation in their heart and mind, as if the song itself were guiding the way through snow and shadow.

Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.

Chardalyn-Harpune common DC-FR-TNaiD Bryn Shander´s Questbord: Quest -Frozen Antlers DC-FR-TNaiD Bryn Shander´s Questbord: Quest - Fat, Rocks and False Love Show
Notes:

Weapon (Spear), common
Simple weapon, melee weapon
3 lb.

1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap

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.

Forged from the purest, brightest chardalyn, the tip of this harpoon emits a soft, icy-blue glow that dances around the blade like floating mist. An ancient rune is carved deep into the chardalyn—it remains inconspicuous until the harpoon is activated with the command "Ljósta." Then the rune flickers like frozen moonlight, while a fine mist pours from the mouth of the small bear head engraved on the joint to the pole. Its snout is twisted into an icy grimace, and its eyes begin to glow ghostly, as if an ancient frost spirit were awakening. With the command "Deyfa," the glow is dimmed again, the rune fades, and the mist slowly recedes like the breath of a dying winter storm.

Minor Propety: Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.