Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Health
rare
DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills
DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills
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Claws of the Umber Hulk
rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
Wondrous item, rare (requires attunement)
These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.
You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).
While wearing the claws, you can’t manipulate objects or cast spells with somatic components.
Driftglobe
uncommon
DDHC-PotA Princes of the Apocalypse - Ch 6
DDHC-PotA Princes of the Apocalypse - Ch 6: Necromancer's Cave
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Notes:
Wondrous item
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dwarven Thrower
very_rare
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Ring of Fire Resistance
rare
DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills
DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills
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Scimitar +1
uncommon
Trade Log
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Shield +1
uncommon
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
Armor (shield), uncommon (+1)
While holding this shield, you have a +1 bonus to AC determined by shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
+1 shield with a sprocket on its front that slowly turns clockwise, making one rotation per hour.
Tinderstrike
legendary
DDHC-PotA Princes of the Apocalypse
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Notes:
Weapon (dagger), legendary (requires attunement)
A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
Fire Mastery. You gain the following benefits while you hold Tinderstrike:
You can speak Ignan fluently.
You have resistance to fire damage.
You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb of fire description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn.
Wand of Magic Missiles
uncommon
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 Missiles
uncommon
DDHC-PotA Princes of the Apocalypse - Ch 6
DDHC-PotA Princes of the Apocalypse - Ch 6: Necromancer's Cave
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Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Windvane (Story Item)
legendary
DDHC-PotA Princes of the Apocalypse
DDHC-PotA Princes of the Apocalypse
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Notes:
Weapon (spear), legendary (requires attunement)
A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
Air Mastery. You gain the following benefits while you hold Windvane:
- You can speak Auran fluently.
- You have resistance to lightning damage.
- You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane can’t be used this way again until the next dawn.
Song of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Amulet of Health | rare | DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills | DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills | Show | ||
Claws of the Umber Hulk | rare | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
Wondrous item, rare (requires attunement) These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components. |
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Driftglobe | uncommon | DDHC-PotA Princes of the Apocalypse - Ch 6 | DDHC-PotA Princes of the Apocalypse - Ch 6: Necromancer's Cave | Show | ||
Notes:
Wondrous item This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Dwarven Thrower | very_rare | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |
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Ring of Fire Resistance | rare | DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills | DDHC-PotA Princes of the Apocalypse - Ch 3: Secrets of the Sumber Hills | Show | ||
Scimitar +1 | uncommon | Trade Log | Show | |||
Shield +1 | uncommon | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
Armor (shield), uncommon (+1) +1 shield with a sprocket on its front that slowly turns clockwise, making one rotation per hour. |
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Tinderstrike | legendary | DDHC-PotA Princes of the Apocalypse | Show | |||
Notes:
Weapon (dagger), legendary (requires attunement) A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage. Fire Mastery. You gain the following benefits while you hold Tinderstrike: You can speak Ignan fluently. Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb of fire description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn. |
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Wand of Magic Missiles | uncommon | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 Missiles | uncommon | DDHC-PotA Princes of the Apocalypse - Ch 6 | DDHC-PotA Princes of the Apocalypse - Ch 6: Necromancer's Cave | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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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Windvane (Story Item) | legendary | DDHC-PotA Princes of the Apocalypse | DDHC-PotA Princes of the Apocalypse | Show | ||
Notes:
Weapon (spear), legendary (requires attunement) A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air. You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage. Air Mastery. You gain the following benefits while you hold Windvane:
Song of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn. |