Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Whip, +1
uncommon
DDHC-DD-03 The Will of Orcus
Show
Notes:
Weapon (whip), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Rival Coin
common
DDHC-DD-03 The Will of Orcus
Show
Notes:
Wondrous Item, Common
This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show Iggwilv on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the other. One of these figures is on the “heads” side of the coin, the other on the “tails” side.
The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect:
Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
Tails. You take 1d4 Psychic damage.
Wand of Entanglement
uncommon
Trade Log
Show
Notes:
Wand, uncommon (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 cast the entangle spell (save DC 13) from it.
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.
Boots of Striding and Springing
uncommon
DDAL10-01 Into the Frozen North
Show
Notes:
Wondrous Item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way.
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Name | Rarity | Location | Table | Result ▼ | Source | |
---|---|---|---|---|---|---|
Whip, +1 | uncommon | DDHC-DD-03 The Will of Orcus | Show | |||
Notes:
Weapon (whip), uncommon |
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Rival Coin | common | DDHC-DD-03 The Will of Orcus | Show | |||
Notes:
Wondrous Item, Common The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect: Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only. Tails. You take 1d4 Psychic damage. |
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Wand of Entanglement | uncommon | Trade Log | Show | |||
Notes:
Wand, uncommon (requires attunement by a spellcaster) 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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Boots of Striding and Springing | uncommon | DDAL10-01 Into the Frozen North | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |