Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of Binding rare DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges for the following properties. It 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.

Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).

Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Slippers of Spider Climbing uncommon DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Gem of Brightness uncommon DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Dust of Disappearance uncommon DDHC-KftGV-04 Prisoner 13 Show
Notes:

Wondrous item, uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Vicious Greataxe common DDHC-KftGV-04 Prisoner 13 Show
Notes:

Weapon (Greataxe), Rare

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.

Gauntlets of Ogre Power uncommon Trade Log Show
Notes:

Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Slumbering Scaled Ornament uncommon DDHC-DD Death at Sunset Show
Notes:

Slumbering Scaled Ornament
Wondrous item, uncommon (requires attunement)

This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.

You have advantage on saving throws you make to avoid being charmed or frightened or to end those conditions on you.

Leafwarden (Dragon Slayer Longsword) rare DDHC-DD Death at Sunset Show
Notes:

Leafwarden (Dragon Slayer Longsword)
Weapon (Longsword), rare Martial weapon, melee weapon

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

"Leafwarden drank the final ember of Death-at-Sunset and keeps the taste of dusk.
Leaf-crowned, dawn-pale, it whispers Ethvarn’s oath like wind in firs.
When dragon blood stirs, the blade warms—quiet fire beneath green steel.
Draw it, and autumn falls: soft, sure, merciful."

Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Confectioner’s Bag of Tricks (Bag of Tricks, Gray) common DDHC-DD-02 Baker's Doesn't Show
Notes:

Confectioner’s Bag of Tricks (Bag of Tricks, Gray)
Wondrous item, uncommon

"A smudgy gray satchel smelling faintly of vanilla and toasted sugar. Inside, your fingers brush “fuzz” that’s actually cocoa-dusted gumdrops. When you take a Magic action to toss one, it pops mid-air with a soft sugar crack and lands as a candy critter. The creature is Friendly, acts after you, and follows the normal Bag of Tricks rules—only now it squeaks, snorts, and roars in deliciously sugary ways. When reduced to 0 HP or at the next dawn, each confection crumbles into glittering sprinkles and a warm whiff of bakery air."

You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table below. See the Monster Manual for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Summoning Cues & Table Presence

Sound: The throw lands with a soft pomf, then a quick crackling caramel as form takes shape.

Scent: A brief bloom of bakery—vanilla, cinnamon, or cocoa—matching the creature.

Vanishing: The candy critter bows, shakes off a halo of sprinkles, and collapses into sweet dust that tastes (to the imagination) of victory.

| 1d8 | Creature |
| 1 | Weasel (taffy twist) - A stretchy stripe of saltwater taffy with licorice whiskers and sugar-pearl eyes. It elongates comically to squeeze through gaps, then snap-backs with a taffy squeak. Leaves tiny streaks of powdered sugar where it scampers. |
| 2 | Giant Rat (toffee & brittle) - Crunchy peanut brittle plates over a chewy toffee body; nibbling sounds like someone breaking a caramel shard. Its tail is red rope-licorice that flicks and sticks with static sugar. Smells faintly of roasted nuts. |
| 3 | Badger (chocolate-dipped) - Stout and glossy: milk-chocolate body with white-chocolate racing stripes and crushed-cookie “earth” on the paws. When it digs, cocoa powder mists the air like dust. Gives a grumbly truffle snurf. |
| 4 | Boar (nougat & candied tusks) - Honey-nougat muscles banded with almond slivers; rock-candy crystals sheath the tusks. It snorts warm cinnamon steam, and its hoofbeats clack like jars of sweets knocking together. |
| 5 | Panther (black licorice velvet) - A sleek statue of soft black licorice brushed with dark-chocolate sheen. It prowls in near silence save for the faint pull of licorice as muscles coil. When it pounces, a few midnight-sprinkles scatter like stars. |
| 6 | Giant Badger (brownie & sugar glass) - A heftier cousin made of fudgy brownie, armored with crackled sugar-glass plates. It tunnels with a crrriiick like snapping brittle; emerges dusted in confectioner’s sugar “soil.” |
| 7 | Dire Wolf (marshmallow core, candy-apple coat) - Pillowy marshmallow bulk under a hard, glossy candy-apple glaze veined with molasses. Its breath is wintergreen-cool, and its howl rises like a kettle coming to boil before a sharp toffee ping. |
| 8 | Giant Elk (spun-sugar majesty) - Caramel-amber body with flowing ribbons of butterscotch; vast antlers sculpted from spun sugar that catch the light like frost. Each step leaves delicate sugar-lace hoofprints that fade in moments. |

Baba Yaga's Dancing Broom uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Baba Yaga's Dancing Broom
Wondrous Item, Uncommon (Requires Attunement)

The archfey Baba Yaga crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.

Lickety Splitter (+1 Greataxe) uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Lickety Splitter (+1 Greataxe)
Weapon (Greataxe), uncommon Martial weapon, melee weapon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

"A towering confectioner’s greataxe with cherry hard-candy blades rimmed in blue rock candy, a long striped cane haft wrapped in taffy, and a peppermint pommel. Each swing leaves a sparkle of sprinkles and a cool mint breeze—far sweeter than its bite."

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Slumbering Dragon Vessel uncommon DDHC-DD-02 Baker's Doesn't Show
Notes:

Slumbering Dragon Vessel
Wondrous item, uncommon (requires attunement)

This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.

As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can't be used until the next dawn. A potion you create in this way loses its magical properties if it isn't imbibed within 24 hours.

Staff of the Adder uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Staff of the Adder
Staff, Uncommon (Requires Attunement)

As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.

When you take the Attack action, you can make one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage and 3d6 Poison damage.

The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. If the head drops to 0 Hit Points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost Hit Points when it reverts to its inanimate form.

Broom of Flying uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Broom of Flying
Wondrous Item, Uncommon (Requires Attunement)

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you’re no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

Slumbering Dragon's Wrath Greatsword common DDHC-DD-03 The Will of Orcus Show
Notes:

Slumbering Dragon's Wrath Greatsword
Weapon (any), uncommon (requires attunement)

This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.

Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.

Slumbering Dragon-Touched Focus uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Slumbering Dragon-Touched Focus
Wondrous item, uncommon (requires attunement by a spellcaster)

This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.

You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.

Saddle of the Cavalier uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Saddle of the Cavalier
Wondrous Item, Uncommon

This saddle confers the following benefits while you are seated in it and astride a mount.

Protected Mount. Attack rolls against the mount have Disadvantage.

Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition.

Eversmoking Bottle uncommon DDHC-DD-03 The Will of Orcus Show
Notes:

Eversmoking Bottle
Wondrous Item, Uncommon

As a Magic action, you can open or close this bottle.

Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured.

Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.

Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.

Whip +1 common DDHC-DD-03 The Will of Orcus Show
Notes:

Whip +1
Weapon (Whip), Uncommon

You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Wand of Secrets common DDHC-DD-03 The Will of Orcus Show
Notes:

Wand of Secrets
Wand, Uncommon

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.