Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Dread Helm common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wondrous Item, Common
This fearsome steel helm makes your eyes glow red while you wear it.

Deck of Illusions uncommon CCC-UNITE-GD-01 House of Diamonds Show
Notes:

Wondrous Item, uncommon
The illusions created by this deck appear as particularly desirable versions of the specified creatures. The desirability is in relation to other creatures of the same kind. For example, an Assassin would appear as particularly deadly – appealing to other assassins, while a Druid may appear as particularly in-tune with nature – as desired by other druids.

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. (26)

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can’t be used again.

Deck of Illusions
1d100 Illusion*
01–03 Adult Red Dragon
04–06 Archmage
07–09 Assassin
10–12 Bandit Captain
13–15 Beholder
16–18 Berserker
19–21 Bugbear Warrior
22–24 Cloud Giant
25–27 Druid
28–30 Erinyes
31–33 Ettin
34–36 Fire Giant
37–39 Frost Giant
40–42 Gnoll Warrior
43–45 Goblin Warrior
46–48 Guardian Naga
49–51 Hill Giant
52–54 Hobgoblin Warrior
55–57 Incubus
58–60 Iron Golem
61–63 Knight
64–66 Kobold Warrior
67–69 Lich
70–72 Medusa
73–75 Night Hag
76–78 Ogre
79–81 Oni
82–84 Priest
85–87 Succubus
88–90 Troll
91–93 Veteran Warrior
94–96 Wyvern
97–00 The card drawer

Decanter of Endless Water uncommon Trade Log Show
Notes:

Wondrous Item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Clockwork Amulet common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Clockwork Amulet common CCC-UNITE-GD-01 House of Diamonds Show
Notes:

Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.

Cloak of Protection uncommon CCC-HAL-05 House of Blades Show
Notes:

Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Language Minor Property: While wearing this cloak, the bearer can speak and understand Undercommon.

Cloak of Many Fashions common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Cloak of Darkest Depths (Cloak of the Manta Ray) uncommon CCC-HAL-06 House of Silent Tides Show
Notes:

Wondrous Item, uncommon
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Language minor property: While wearing this cloak, the bearer can speak and understand Undercommon.

Cloak of Billowing common DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can use a bonus action to make it billow dramatically.

Boots of Striding and Springing uncommon Service Reward: Reward as Player Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)

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.

Amulet Of The Devout +2 rare Service Reward: Rare Show
Notes:

Wondrous Item, rare (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Amulet Of The Devout +1 uncommon Purchase Log Show
Notes:

Wondrous Item, uncommon (requires attunement by a cleric or paladin)
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.

Amulet of Health rare Trade Log Show
Notes:

Wondrous Item, rare (requires attunement)
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.