Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Bag of Holding
uncommon
AL - Player Guide
Charakter Creation
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container
Staff of Defense
rare
DDHC-LMOP-1 Lost Mine of Phandelver 2 Pandalin
DDHC-LMOP-2 Pandalin
Show
Notes:
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
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: mage armor (1 charge) or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
+1 Longsword
uncommon
DDHC-LMOP-1 Lost Mine of Phandelver 2 Pandalin
DDHC-LMOP-2 Pandalin
Show
Notes:
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.
Some +1 weapons (swords in particular) have additional properties, such as shedding light.
Ring of Protection
uncommon
DDHC-LMOP-3 The Spider's Web
DDHC-LMOP-3 The Spider's Web
Show
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
Hew (Battleaxe +1)
uncommon
DDHC-LMOP-3 The Spider's Web
DDHC-LMOP-3 The Spider's Web
Show
Notes:
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood.
Whoever carries the axe feels uneasy whenever he or she travels through a forest.
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
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.
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.
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.
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.
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.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
Bag of Holding | uncommon | AL - Player Guide | Charakter Creation | Show | ||
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. |
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Staff of Defense | rare | DDHC-LMOP-1 Lost Mine of Phandelver 2 Pandalin | DDHC-LMOP-2 Pandalin | Show | ||
Notes:
Staff, Rare (requires attunement) |
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+1 Longsword | uncommon | DDHC-LMOP-1 Lost Mine of Phandelver 2 Pandalin | DDHC-LMOP-2 Pandalin | Show | ||
Notes:
Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon. |
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Ring of Protection | uncommon | DDHC-LMOP-3 The Spider's Web | DDHC-LMOP-3 The Spider's Web | Show | ||
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws. |
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Hew (Battleaxe +1) | uncommon | DDHC-LMOP-3 The Spider's Web | DDHC-LMOP-3 The Spider's Web | Show | ||
Notes:
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. |
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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) |
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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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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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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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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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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. |