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.
☐ 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.
☐ 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."
☐ 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)
☐ 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.
☐ Helm Of Telepathy
uncommon
DDHC-QftIS-01 Lost City
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.
☐ 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 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.
☐ 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.
☐ Illuminator´s Tattoo
common
DDAL 10-01 The Frozen North
Show
Notes:
Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
☐ 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.
☐ Hearth of the Wyrm "Orb of Direction"
common
FR-DC-CHROME THE CHROMI CONCLAVE
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
"It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice.
While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic."
Minor Property: Language (Draconic)
☐ 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."
☐ Enchanted Silver Dragon Scale "Periapt of Wound closure"
common
FR-DC-CHROME THE CHROMI CONCLAVE
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light."
Minor Property: Sentinel (Dragon)
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ Rapier +1 | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Melee weapon (martial, rapier), uncommon |
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☐ Cloak of Protection | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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☐ Dragonblood Potion "Keoghthom's Ointment" (5 doses) | uncommon | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous Item, uncommon 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." |
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☐ Cloak of Elvenkind | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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☐ Deck of Illusions | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon Playing Card Illusion |
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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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☐ Helm Of Telepathy | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |
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☐ Wand of Magic Detection | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, uncommon |
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☐ Wand of Secrets | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, uncommon |
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☐ Weapon of Warning (SPEAR) | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon of Warning |
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☐ Illuminator´s Tattoo | common | DDAL 10-01 The Frozen North | Show | |||
Notes:
Illuminator´s Tattoo Wondrous item (tattoo), common (requires attunement) Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
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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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☐ Hearth of the Wyrm "Orb of Direction" | common | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous Item, Common |
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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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☐ Enchanted Silver Dragon Scale "Periapt of Wound closure" | common | FR-DC-CHROME THE CHROMI CONCLAVE | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. "This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light." Minor Property: Sentinel (Dragon) |