Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Abracadabrus
very_rare
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
H
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Show
Notes:
Wondrous item, very rare
An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.
The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.
The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Bag of Holding
uncommon
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
F
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Boots of False Tracks
common
DC-PoA It comes at night, I think
Xanathars
DC-PoA It comes at night, I think
Show
Notes:
Wondrous item, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Bracers of Archery
uncommon
DDEP10-01 Terror in Ten Towns
F
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies.
Chardalyn Earring (Headband of Intellect)
uncommon
DDEP10-01 Terror in Ten Towns
F
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power.
This earring is crafted from the unusual material chardalyn, which retains much of the cruel mindset of the Crenshinibon.
Charlatan's Die
common
DDEP10-01 Terror in Ten Towns
DDEP10-01 Terror in Ten Towns
Show
Notes:
Wondrous item, common (requires attunement)
Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people.
This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls.
Cloak of the Bat
rare
DDHC-DMM Dungeon of the Mad Mage: Level18
G
DDHC-DMM Dungeon of the Mad Mage: Level18
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Discord (Plate +2)
unique
DDAL-DRW-15 Frozen Whispers
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Discord
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as -60 degrees Fahrenheit.
Goggles of Night
uncommon
F
Trade Log
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Horn of silent alarm
common
DDEP10-00 The Great Knucklehead Rally
DDEP10-00 The Great Knucklehead Rally
Show
Notes:
Wondrous item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Magical Slushy Grinder
unique
DDEP10-00 The Great Knucklehead Rally
DDEP10-00 The Great Knucklehead Rally
Show
Notes:
When snow or ice are dropped into this trinket, it can produce up to 5 gallons of a sweet, lemon-flavored slush.
Once used, the magic ceases to function until the next dawn.
Mantle of Spell Resistance
rare
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
G
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
Manual of Bodily Health
very_rare
CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge
H
CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Wondrous Item, very rare
This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide.
Moon-Touched shortsword
common
Dungeoncraft Seed: "Do you know the way to Lonelywood"
Xanathars
Dungeoncraft Seed: "Do you know the way to Lonelywood"
Show
Notes:
Weapon (shorsword), Common
In Darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Periapt of Proof against Poison
rare
CCC-RCC-01-06 The Handfastening
G
CCC-RCC-01-06 The Handfastening
Show
Notes:
Wondrous item, rare, table G
This heavy leather cord contains a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you.
You are immune to the poisoned condition and have immunity to poison damage.
Red Dragon Scale Mail
very_rare
DDEP05-01 The Iron Baron
H
DDEP05-01 The Iron Baron
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you.This special action can’t be used again until the next dawn.
Ring of Regeneration
very_rare
DDAL-DRW-15 Frozen Whispers
G
DDAL-DRW-15 Frozen Whispers
Show
Notes:
Ring, Very Rare (Requires Attunement)
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of the Ram
rare
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
F
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Show
Notes:
Requires Attunement
This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its Charges to Attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its Attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's Charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Rope of climbing
uncommon
DDEP10-00 The Great Knucklehead Rally
B
DDEP10-00 The Great Knucklehead Rally
Show
Notes:
Wondrous item, uncommon
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Staff of Charming
rare
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
G
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Abracadabrus | very_rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | H | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | Show | |
Notes:
Wondrous item, very rare An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. |
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Bag of Holding | uncommon | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | F | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | Show | |
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Boots of False Tracks | common | DC-PoA It comes at night, I think | Xanathars | DC-PoA It comes at night, I think | Show | |
Notes:
Wondrous item, common Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. |
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Bracers of Archery | uncommon | DDEP10-01 Terror in Ten Towns | F | DDEP10-01 Terror in Ten Towns | Show | |
Notes:
Wondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. These fur-lined, rust-colored leather cuffs are crafted in traditional Reghed style, with stylized pictographs of beasts stamped around the outer cuff. Normally used to stabilize the arm during archery and protect from scrapes and cuts, these bracers also magically provide warmth to cold bodies. |
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Chardalyn Earring (Headband of Intellect) | uncommon | DDEP10-01 Terror in Ten Towns | F | DDEP10-01 Terror in Ten Towns | Show | |
Notes:
Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this earring. It has no effect on you if your Intelligence is 19 or higher without it. This provides the earring’s intellect-boosting properties, but it often whispers notions of grandeur and words of confidence into its wearer’s mind and urges them to accumulate more and greater power. |
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Charlatan's Die | common | DDEP10-01 Terror in Ten Towns | DDEP10-01 Terror in Ten Towns | Show | ||
Notes:
Wondrous item, common (requires attunement) Whenever you roll this twenty-sided die, you can control which number it rolls. While this die is on your person (no attunement required), you can speak and understand Reghedjic, the traditional language of the Reghed people. This elk-bone die has pips skillfully carved onto it in the shape of humanoid skulls. |
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Cloak of the Bat | rare | DDHC-DMM Dungeon of the Mad Mage: Level18 | G | DDHC-DMM Dungeon of the Mad Mage: Level18 | Show | |
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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Discord (Plate +2) | unique | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
Notes:
Discord Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn. If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as -60 degrees Fahrenheit. |
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Goggles of Night | uncommon | F | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon |
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Horn of silent alarm | common | DDEP10-00 The Great Knucklehead Rally | DDEP10-00 The Great Knucklehead Rally | Show | ||
Notes:
Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Magical Slushy Grinder | unique | DDEP10-00 The Great Knucklehead Rally | DDEP10-00 The Great Knucklehead Rally | Show | ||
Notes:
When snow or ice are dropped into this trinket, it can produce up to 5 gallons of a sweet, lemon-flavored slush. |
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Mantle of Spell Resistance | rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | G | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | Show | |
Notes:
Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. |
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Manual of Bodily Health | very_rare | CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge | H | CCC-QCC-2017 Delusions of Grandeur, Dreams of Revenge | Show | |
Notes:
Wondrous Item, very rare This leather-bound tome smells of rich mahogany and contains health, fitness, and diet tips, as well as an impressive collection of varied recipes for every occasion. The name “Montague” has been written on the inside front cover, possibly indicating a previous owner. A description of this item can be found on page 180 of the Dungeon Master’s Guide. |
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Moon-Touched shortsword | common | Dungeoncraft Seed: "Do you know the way to Lonelywood" | Xanathars | Dungeoncraft Seed: "Do you know the way to Lonelywood" | Show | |
Notes:
Weapon (shorsword), Common In Darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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Periapt of Proof against Poison | rare | CCC-RCC-01-06 The Handfastening | G | CCC-RCC-01-06 The Handfastening | Show | |
Notes:
Wondrous item, rare, table G This heavy leather cord contains a brilliant-cut emerald pendant. While you wear it, poisons have no effect on you. |
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Red Dragon Scale Mail | very_rare | DDEP05-01 The Iron Baron | H | DDEP05-01 The Iron Baron | Show | |
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you.This special action can’t be used again until the next dawn. |
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Ring of Regeneration | very_rare | DDAL-DRW-15 Frozen Whispers | G | DDAL-DRW-15 Frozen Whispers | Show | |
Notes:
Ring, Very Rare (Requires Attunement) This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Ring of the Ram | rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | F | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | Show | |
Notes:
Requires Attunement This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its Charges to Attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its Attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's Charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
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Rope of climbing | uncommon | DDEP10-00 The Great Knucklehead Rally | B | DDEP10-00 The Great Knucklehead Rally | Show | |
Notes:
Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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Staff of Charming | rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | G | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | Show | |
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |