Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Charm of Heroism
common
DDHC-QftIS-01
Show
Notes:
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you.
Potion of Invisibility
very_rare
DDHC-QftIS-01
Show
Notes:
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 Poison
uncommon
DDHC-QftIS-01
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
Show
Notes:
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
Show
Notes:
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
Show
Notes:
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
uncommon
DDHC-QftIS-01
Show
Notes:
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
Show
Notes:
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
Show
Notes:
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
Show
Notes:
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
Show
Notes:
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
Show
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Scimitar of Speed
very_rare
DDHC-QftIS-01
Show
Notes:
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
Cloak of Elvenkind
uncommon
DDHC-QftIS-01
Show
Notes:
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
Show
Notes:
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)
Oil of Slipperiness (Boggle Oil Extract)
uncommon
FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies
Show
Notes:
This sticky black unguent is thick and heavy in the
container, but it flows quickly when poured. The oil can
cover a Medium or smaller creature, along with the
equipment it's wearing and carrying (one additional vial is
required for each size category above Medium). Applying
the oil takes 10 minutes. The affected creature then gains
the effect of a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an
action, where it covers a 10-foot square, duplicating the
effect of the grease spell in that area for 8 hours.
This particular oil was extracted from boggles in the
Feywild. Any creature who has this oil applied to them feels a
heavy-lidded lethargy come over them, and the desire to say
something akin to, “Like…whatever, right? It’s all goooooood.
Love me some boggle oil, bro.”
Bracers of Archery
uncommon
Trade Log
Show
Notes:
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.
Staff of the Python
uncommon
Trade Log
Show
Notes:
Staff, Uncommon (Requires Attunement)
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Wand of Magic Missiles
uncommon
CCC-WWC-01 In the Face of Fear
Show
Notes:
Wand, Uncommon
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Charm of Heroism | common | DDHC-QftIS-01 | Show | |||
Notes:
This charm allows you to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. |
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Potion of Invisibility | very_rare | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Potion of Poison | uncommon | DDHC-QftIS-01 | 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 | Show | |||
Notes:
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. |
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Wand of Magic Detection | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Wand of Secrets | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Weapon of Warning | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Longsword +1 | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Javelin of Lightning | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Rapier +1 | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
You have a +1 bonus to attack and damage rolls made with this weapon. |
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Wand of Paralysis | rare | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Shield +2 | rare | DDHC-QftIS-01 | Show | |||
Notes:
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Scimitar of Speed | very_rare | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Cloak of Elvenkind | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. |
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Deck of Illusions | uncommon | DDHC-QftIS-01 | Show | |||
Notes:
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. Playing Card Illusion |
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Oil of Slipperiness (Boggle Oil Extract) | uncommon | FR-DC-Waterdeep-CDZ Sweet Dreams are Made of Candies | Show | |||
Notes:
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. This particular oil was extracted from boggles in the Feywild. Any creature who has this oil applied to them feels a heavy-lidded lethargy come over them, and the desire to say something akin to, “Like…whatever, right? It’s all goooooood. Love me some boggle oil, bro.” |
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Bracers of Archery | uncommon | Trade Log | Show | |||
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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Staff of the Python | uncommon | Trade Log | Show | |||
Notes:
Staff, Uncommon (Requires Attunement) |
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Wand of Magic Missiles | uncommon | CCC-WWC-01 In the Face of Fear | Show | |||
Notes:
Wand, Uncommon Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |