Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
☐ 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.
☐ 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
☐ 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 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.
☐ 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.
☐ 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."
☐ 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.
☐ 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.
☐ 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.
☐ 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.
☐ 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
☐ 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.
☐ 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.
☐ 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.
☐ 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.
☐ 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.
☐ 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.
☐ 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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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☐ Weapon of Warning (SPEAR) | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon of Warning |
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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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☐ Wand of Paralysis | rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, rare (requires attunement by a spellcaster) |
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☐ Wand of Magic Detection | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wand, uncommon |
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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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☐ 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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☐ 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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☐ 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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☐ Shield +2 | rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Armor (shield), rare |
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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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☐ Scimitar of Speed | very_rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon (scimitar), very rare (requires attunement) |
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☐ Rapier +1 | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Melee weapon (martial, rapier), uncommon |
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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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☐ Potion of Invisibility | very_rare | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Potion, very rare |
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☐ Longsword +1 | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Melee weapon (martial, longsword), uncommon |
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☐ Javelin of Lightning | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Weapon (javelin), uncommon |
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☐ Javelin of Lightning | uncommon | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | |||
Notes:
Boltthrower 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. |
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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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☐ Helm Of Telepathy | uncommon | DDHC-QftIS-01 Lost City | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) |