Magic Items

Purchased Magic Items

Name Rarity ▲ Location Table Result Source
☐ 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.

☐ Circlet of Blasting uncommon CC-GHC-BK1-06_Legacy_and_Virtue Show
Notes:

Circlet of Blasting
Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

☐ Javelin of Lightning uncommon SJ-DC-YLD – 01 - 01 – Never lose hope Show
Notes:

Boltthrower
Javelin of Lightning
Weapon (javelin), uncommon

This Armbladeis 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 the armblade 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 armblades property can’t be used again until the next dawn. In the meantime, the armblade can still be used as a magic weapon.

Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. This light is manifests in form of electric sparkling.

☑ Adamantine Plate (Uncommon) uncommon Trade Log Show
Notes:

Adamantine Plate (Uncommon)
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

☐ Bracers of Archery uncommon DDAL05-02 The Black Road Show
Notes:

Bracers of Archery
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. This item can be found in the Dungeon Master’s Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

☐ Driftglobe uncommon DDHC-CM-01 The Joy of Extradimensional Spaces Show
Notes:

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

☐ Cloak of Protection uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

☐ Cloak of Elvenkind uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

☐ Deck of Illusions uncommon DDHC-QftIS-01 Lost City Show
Notes:

Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card Illusion
Ace of hearts - Red dragon
King of hearts - Knight and four guards
Queen of hearts - Succubus or incubus
Jack of hearts - Druid
Ten of hearts - Cloud giant
Nine of hearts - Ettin
Eight of hearts - Bugbear
Two of hearts - Goblin
Ace of diamonds - Beholder
King of diamonds - Archmage and mage apprentice
Queen of diamonds - Night hag
Jack of diamonds - Assassin
Ten of diamonds - Fire giant
Nine of diamonds - Ogre mage
Eight of diamonds - Gnoll
Two of diamonds - Kobold
Ace of spades - Lich
King of spades - Priest and two acolytes
Queen of spades - Medusa
Jack of spades - Veteran
Ten of spades - Frost giant
Nine of spades - Troll
Eight of spades- Hobgoblin
Two of spades - Goblin
Ace of clubs - Iron golem
King of clubs - Bandit captain and three bandits
Queen of clubs - Erinyes
Jack of clubs - Berserker
Ten of clubs - Hill giant
Nine of clubs - Ogre
Eight of clubs - Orc
Two of clubs - Kobold
Jokers (2) - You (the deck's owner)

☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses) uncommon FR-DC-CHROME THE CHROMI CONCLAVE Show
Notes:

Wondrous Item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

"This feels just wrong."

☐ 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.

☐ 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.

☐ 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.

☐ Dwarven Plate very_rare DM-Reward Show
Notes:

Dwarven Plate
Armor (plate), very rare
Armor Class: 20
Weight: 65lb.

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

☐ 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