Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Immovable Rod
uncommon
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Heward's Handy Haversack
rare
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Wand of Magic Detection
uncommon
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Lantern of Revealing
uncommon
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Mudslick Tower
very_rare
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
Wondrous Item, Very Rare
You can use an action to place this 1-inch-diameter granite sphere on the ground and speak its command word, which is “petrification” in Terran. The sphere rapidly grows into a stout tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in this way. The tower bristles with muddy knobs that constantly extrude and retract across its surface, as though the tower were breathing through a coating of thick mud.
Each creature in the area where the tower appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
Whenever it expands, the mudslick tower merges with any natural stone it touches, awkwardly tipping and wedging itself to touch as much natural stone as it can.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Although it looks like stone, the tower is made of adamantine, and its magic prevents creatures from tipping it over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. While merged with natural stone, the mudslick tower has immunity to all damage. Only a wish spell can repair the tower (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Eyes of Minute Seeing
uncommon
DDHC-LMOP-6 The Shattered Obelisk
DDHC-LMOP-6 The Shattered Obelisk
Show
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Emerald Elemental Gem
uncommon
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Dagger of Venom
rare
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
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.
Javelin of Lightning
uncommon
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Bracers of Archery
uncommon
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Gem of Brightness
uncommon
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Luminous War Pick
rare
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Weapon (War Pick), Rare (Requires Attunement)
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Ring of Mind Shielding
uncommon
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
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 use an action to cause the ring to become invisible until you use another action to make it visible, 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.
Bracers of Celerity
rare
DDHC-LMOP-5 Paths of Peril
DDHC-LMOP-5 Paths of Peril
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.
While you’re wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.
Wand of Magic Missiles
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Wand, uncommon
This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand—no components required—and expend 1 to 3 of the wand's charges. For each charge you expend beyond 1, the spell's level increases by 1. You can use this wand even if you are incapable of casting spells.
The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed.
Gauntlets of Ogre Power
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
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.
Notes: Set: Strength Score, Buff, Handwear
Lightbringer
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Weapon (mace), uncommon
This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Dragonguard
rare
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Armor (breastplate), rare
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Spider Staff
rare
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Staff, rare (requires attunement)
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Spider Climb (1 charge) or Web (2 charges, spell save DC 15). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Boots of Striding and Springing
uncommon
DDHC-LMOP-4 Wave Echo Cave
DDHC-LMOP-4 Wave Echo Cave
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Notes: Set: Innate Speed (Walking), Speed Reduction: Remove, Buff, Movement, Utility, Footwear
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Immovable Rod | uncommon | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Heward's Handy Haversack | rare | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
Wondrous item, rare |
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Wand of Magic Detection | uncommon | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
Wand, uncommon |
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Lantern of Revealing | uncommon | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
Wondrous item, uncommon |
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Mudslick Tower | very_rare | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
Wondrous Item, Very Rare |
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Eyes of Minute Seeing | uncommon | DDHC-LMOP-6 The Shattered Obelisk | DDHC-LMOP-6 The Shattered Obelisk | Show | ||
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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Emerald Elemental Gem | uncommon | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Wondrous item, uncommon |
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Dagger of Venom | rare | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Weapon (dagger), rare |
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Javelin of Lightning | uncommon | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Weapon (javelin), uncommon |
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Bracers of Archery | uncommon | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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Gem of Brightness | uncommon | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Wondrous item, uncommon |
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Luminous War Pick | rare | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Weapon (War Pick), Rare (Requires Attunement) |
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Ring of Mind Shielding | uncommon | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Bracers of Celerity | rare | DDHC-LMOP-5 Paths of Peril | DDHC-LMOP-5 Paths of Peril | Show | ||
Notes:
Wondrous Item, Rare (Requires Attunement) |
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Wand of Magic Missiles | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Wand, uncommon |
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Gauntlets of Ogre Power | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Lightbringer | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Weapon (mace), uncommon |
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Dragonguard | rare | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Armor (breastplate), rare |
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Spider Staff | rare | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Staff, rare (requires attunement) |
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Boots of Striding and Springing | uncommon | DDHC-LMOP-4 Wave Echo Cave | DDHC-LMOP-4 Wave Echo Cave | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) |