Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Cube of Summoning
rare
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Doss Lute
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, uncommon (requires attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Silvered Spear
common
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Weapon (spear), 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.
Amulet of Proof against Detection and Location
uncommon
DDHC-DD-06 The Forbidden Vale
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Dragon’s Wrath Weapon (Quarterstaff) (Stirring) (Red)
rare
Trade Log
Show
Notes:
Weapon (Battleaxe), Rarity Varies (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.
Slumbering (Uncommon). 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.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Ring of Fire Resistance
rare
Trade Log
Show
Notes:
Ring, rare
You have resistance to fire damage while wearing this garnet ring.
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| Cube of Summoning | rare | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, rare Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. Cube of Summoning |
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| Doss Lute | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement by a Bard) You can play the Doss Lute to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Animal Friendship, Protection from Energy (Fire damage only), and Protection from Poison. Once the Doss Lute has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Silvered Spear | common | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Weapon (spear), common |
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| Amulet of Proof against Detection and Location | uncommon | DDHC-DD-06 The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Dragon’s Wrath Weapon (Quarterstaff) (Stirring) (Red) | rare | Trade Log | Show | |||
|
Notes:
Weapon (Battleaxe), Rarity Varies (Requires Attunement) Slumbering (Uncommon). 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. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. |
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| Ring of Fire Resistance | rare | Trade Log | Show | |||
|
Notes:
Ring, rare |
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