Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▼
Result
Source
Wand of Pyrotechnics
common
DDHC-DoIP Gnomengarde
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Clockwork Amulet
common
DDHC-DoIP Gnomengarde
Show
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Pole of Collapsing
common
DDHC-DoIP Gnomengarde
Show
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows.
Moon-Touched Sword
common
Trade Log
Show
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item.
[X]Cloak of Protection
uncommon
WBW-DC-TLRMB-02 The Last Resort
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Mithral Chainmail
uncommon
Im Zimmer von Big AL
DDHC-DoIP Butterskull Ranch
Show
Notes:
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Notes: Stealth Disadvantage: Remove, Combat, Warding, Str 13 Required, Stealth Disadvantage
Boots of Striding and Springing
uncommon
Trade Log
Show
Notes:
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.
[X]Goggles of Night
uncommon
DDHC-DoIP Mountain's Toe Gold Mine
Show
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Longsword +1
uncommon
DDHC-DoIP Mountain's Toe Gold Mine
Show
Necklace of Fireballs
rare
DDHC-DoIP Dragon Barrow
Show
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. ///////////8 Beads/////////
Lute of Illusions
common
DDHC-DoIP Dragon Barrow
Show
Notes:
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius 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 Billowing
common
DDHC-DoIP Woodland Manse
Show
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Dust of Disappearance
uncommon
DDHC-DoIP Woodland Manse
Show
Notes:
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Immovable Rod
uncommon
DDHC-DoIP Woodland Manse
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.
Staff of Birdcalls
common
DDHC-DoIP Woodland Manse
Show
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 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.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Shield +1
uncommon
DDHC-DoIP Circle of Thunder
Show
Potion of Invulnerability
rare
DDHC-DoIP Circle of Thunder
Show
Notes:
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron.
Mistery Key
common
DDHC-DoIP Shrine of Savras
Show
Notes:
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.
Name | Rarity | Location | Table ▼ | Result | Source | |
---|---|---|---|---|---|---|
Wand of Pyrotechnics | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. |
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Clockwork Amulet | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
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Pole of Collapsing | common | DDHC-DoIP Gnomengarde | Show | |||
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. |
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Moon-Touched Sword | common | Trade Log | Show | |||
Notes:
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item. |
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[X]Cloak of Protection | uncommon | WBW-DC-TLRMB-02 The Last Resort | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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Mithral Chainmail | uncommon | Im Zimmer von Big AL | DDHC-DoIP Butterskull Ranch | Show | ||
Notes:
Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Notes: Stealth Disadvantage: Remove, Combat, Warding, Str 13 Required, Stealth Disadvantage |
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Boots of Striding and Springing | uncommon | Trade Log | Show | |||
Notes:
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. |
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[X]Goggles of Night | uncommon | DDHC-DoIP Mountain's Toe Gold Mine | Show | |||
Notes:
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Longsword +1 | uncommon | DDHC-DoIP Mountain's Toe Gold Mine | Show | |||
Necklace of Fireballs | rare | DDHC-DoIP Dragon Barrow | Show | |||
Notes:
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. ///////////8 Beads///////// |
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Lute of Illusions | common | DDHC-DoIP Dragon Barrow | Show | |||
Notes:
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius 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. |
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Cloak of Billowing | common | DDHC-DoIP Woodland Manse | Show | |||
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Dust of Disappearance | uncommon | DDHC-DoIP Woodland Manse | Show | |||
Notes:
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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Immovable Rod | uncommon | DDHC-DoIP Woodland Manse | 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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Staff of Birdcalls | common | DDHC-DoIP Woodland Manse | Show | |||
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 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. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. |
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Shield +1 | uncommon | DDHC-DoIP Circle of Thunder | Show | |||
Potion of Invulnerability | rare | DDHC-DoIP Circle of Thunder | Show | |||
Notes:
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. |
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Mistery Key | common | DDHC-DoIP Shrine of Savras | Show | |||
Notes:
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. |