Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Scimitar of Speed
very_rare
DDHC-QftIS The Lost City
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Notes:
Scimitar of Speed
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.
Damage: 1d6+2
Damage Type: Slashing
Properties: Finesse, Light
Weight: 3
Shield +2
rare
DDHC-QftIS The Lost City
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Notes:
Shield +2
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.
AC: 4
Weight: 6
Wand of Paralysis
rare
DDHC-QftIS The Lost City
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Notes:
Wand of Paralysis
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 The Lost City
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Notes:
Wand of Magic Detection
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.
Longsword +1
uncommon
DDHC-QftIS The Lost City
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Notes:
Longsword +1
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.
Damage: 1d8+1 (1d10+1)
Damage Type: Slashing
Properties: Versatile
Weight: 3
Spear of Warning
uncommon
DDHC-QftIS The Lost City
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Notes:
Spear of Warning
Weapon (Spear), 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 Magic Detection
uncommon
DDHC-QftIS When a Stars Falls
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Notes:
Wand of Magic Detection
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.
Helm Of Telepathy
uncommon
DDHC-QftIS The Lost City
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Notes:
Helm Of Telepathy
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 Secrets
uncommon
DDHC-QftIS The Lost City
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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.
Cloak of Elvenkind
uncommon
DDHC-QftIS The Lost City
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Notes:
Cloak of Elvenkind
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 The Lost City
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Notes:
Deck of Illusions
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)|
Javelin of Lightning
uncommon
DDHC-QftIS The Lost City
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Notes:
Javelin of Lightning
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.
Damage: 1d6
Damage Type: Piercing
Properties: Thrown
Range: 30/120
Secondary Damage: 4d6
Secondary Damage Type: Lightning
Weight: 2
Cloak of Protection
uncommon
DDHC-QftIS The Lost City
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Notes:
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Rapier +1
common
DDHC-QftIS The Lost City
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Notes:
Rapier +1
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.
Damage: 1d8+1
Damage Type: Piercing
Properties: Finesse
Weight: 2
Silvered Dagger
common
DDHC-QftIS The Lost City
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Notes:
Silvered Dagger
Weapon (Dagger), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Silvered Dagger
common
DDHC-QftIS The Lost City
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Notes:
Silvered Dagger
Weapon (Dagger), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Scimitar of Speed | very_rare | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Scimitar of Speed 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. Damage: 1d6+2 |
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| Shield +2 | rare | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Shield +2 While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. AC: 4 |
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| Wand of Paralysis | rare | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Wand of Paralysis 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. |
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| Wand of Magic Detection | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Wand of Magic Detection 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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| Longsword +1 | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Longsword +1 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. Damage: 1d8+1 (1d10+1) |
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| Spear of Warning | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Spear of Warning 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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| Wand of Magic Detection | uncommon | DDHC-QftIS When a Stars Falls | Show | |||
|
Notes:
Wand of Magic Detection 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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| Helm Of Telepathy | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Helm Of Telepathy 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. |
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| Wand of Secrets | uncommon | DDHC-QftIS The Lost City | 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. |
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| Cloak of Elvenkind | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Cloak of Elvenkind 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 The Lost City | Show | |||
|
Notes:
Deck of Illusions 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 | |
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| Javelin of Lightning | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Javelin of Lightning 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. Damage: 1d6 |
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| Cloak of Protection | uncommon | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. |
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| Rapier +1 | common | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Rapier +1 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. Damage: 1d8+1 |
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| Silvered Dagger | common | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Silvered Dagger An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. |
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| Silvered Dagger | common | DDHC-QftIS The Lost City | Show | |||
|
Notes:
Silvered Dagger An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. |
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