Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Hat of Wizardry
common
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
You can use the hat as a spellcasting focus for your wizard spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Pole of Collapsing
common
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows.
Clockwork Amulet
common
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
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.
Wand of Pyrotechnics
common
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Lute of Illusions
common
Dragon Barrow - Grave of the Bard
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
Necklace of Fireballs
rare
Dragon Barrow - Grave of the Wizard
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
This necklace has 1d6 + 3 (7) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Boots of Elvenkind
uncommon
Woodland Manse
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Cloak of Billowing
common
Woodland Manse
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Immovable Rod
uncommon
Woodland Manse
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Staff of Birdcalls
common
Woodland Manse
DDHC00-DoIP Dragon of Icespire Peak
Show
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Hat of Wizardry | common | DDHC00-DoIP Dragon of Icespire Peak | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. |
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Pole of Collapsing | common | DDHC00-DoIP Dragon of Icespire Peak | Show | |||
Notes:
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however the rod will elongate only as far as the surrounding space allows. |
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Clockwork Amulet | common | DDHC00-DoIP Dragon of Icespire Peak | Show | |||
Notes:
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. |
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Wand of Pyrotechnics | common | DDHC00-DoIP Dragon of Icespire Peak | Show | |||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. |
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Lute of Illusions | common | Dragon Barrow - Grave of the Bard | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. |
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Necklace of Fireballs | rare | Dragon Barrow - Grave of the Wizard | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
This necklace has 1d6 + 3 (7) beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Boots of Elvenkind | uncommon | Woodland Manse | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. |
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Cloak of Billowing | common | Woodland Manse | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
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Immovable Rod | uncommon | Woodland Manse | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Staff of Birdcalls | common | Woodland Manse | DDHC00-DoIP Dragon of Icespire Peak | Show | ||
Notes:
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. |