Magic Items

Purchased Magic Items

Name ▲ Rarity Location Table Result Source
☐ Potion of Invisibility very_rare DDHC-QftIS-01 Lost City Show
Notes:

Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

☐ Potion of PoisonPotion uncommon DDHC-QftIS-01 Lost City Show
Notes:

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

☐ Rapier +1 uncommon DDHC-QftIS-01 Lost City Show
Notes:

Melee weapon (martial, rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

☐ Scimitar of Speed very_rare DDHC-QftIS-01 Lost City Show
Notes:

Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack 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.
Finesse. When making an attack with a finesse weapon, you 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. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons

☐ Sentinel Shield uncommon DDAL-DRW-INT-02 Watchers of the Trollclaws Show
Notes:

Sentinel Shield

Armor (shield), uncommon - 6 lb. AC +2

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.

☐ Shield +2 rare DDHC-QftIS-01 Lost City Show
Notes:

Armor (shield), rare
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

☐ Spellwrought Tattoo (Revivify) uncommon FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys Show
Notes:

Spellwrought Tattoo (Revivify)
Wondrous Item (tattoo), uncommon

Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.

☐ Story Award: Friend on the Black Road common DDAL05-02 The Black Road Show
Notes:

You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free.

☐ Talking Doll common SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Talking Doll
Wondrous item, common (requires attunement)

While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.

It has the following song as default:
"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,
Licht und Hoffnung werden sie am Ende doch immer verjagen.
Was auch immer passieren sollte,vertrau und lausche nur mir
Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."

☐ Vilros' Favorite Boots (Boots of Elvenkind) uncommon FR-DC-RPSG-09 Ruckus at the Reception (T1, ca. 3h) Show
Notes:

Wondrous Item, Uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Waterborne. This pair of boots has the waterborne minor property, allowing it to float on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.

This pair of leather boots are made from tooled crag cat leather, and feature a decorative band of flying snake hide. They are surprisingly light, completely waterproof, and buoyant.

☐ Wand of Magic Detection uncommon DDHC-QftIS-01 Lost City 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.

☐ Wand of Paralysis rare DDHC-QftIS-01 Lost City Show
Notes:

Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success.
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 crumbles into ashes and is destroyed.

☐ Wand of Secrets uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

☐ Wand of Secrets uncommon T1 Wicked Little things Show
Notes:

Wand of Secrets
Wand, uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Notes: Detection

☐ Weapon of Warning (SPEAR) uncommon DDHC-QftIS-01 Lost City Show
Notes:

Weapon of Warning
Weapon (any weapon), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.