Magic Items

Purchased Magic Items

Name Rarity Location Table Result ▲ Source
☐ 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.

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

Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Versatile: This weapon can be used with one or two hands. A damage value in parentheses appears with the property–the damage when the weapon is used with two hands to make a melee attack.

☐ Javelin of Lightning uncommon DDHC-QftIS-01 Lost City Show
Notes:

Weapon (javelin), uncommon
This javelin is 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 a javelin 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 javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

☐ 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.

☐ 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.

☐ 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.

☐ 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)

☐ 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."

☐ 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)