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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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☐ Potion of Invisibility | very_rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Potion, very rare |
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☐ 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. |
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☐ Rapier +1 | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Melee weapon (martial, rapier), uncommon |
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☐ Scimitar of Speed | very_rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) |
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☐ 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. |
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☐ Shield +2 | rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Armor (shield), rare |
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☐ Spellwrought Tattoo (Revivify) | uncommon | FR-DC-WATERDEEP-KYZ Sweet Dreams are Made of Keys | Show | |||
Notes:
Spellwrought Tattoo (Revivify) 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. |
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☐ 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. |
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☐ Talking Doll | common | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | |||
Notes:
Talking Doll 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: |
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☐ 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. |
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☐ Wand of Magic Detection | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, uncommon |
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☐ Wand of Paralysis | rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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☐ Wand of Secrets | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, uncommon |
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☐ Wand of Secrets | uncommon | T1 Wicked Little things | Show | |||
Notes:
Wand of Secrets 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 |
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☐ Weapon of Warning (SPEAR) | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon of Warning |