Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Shield +1
uncommon
Renown Item
DDHC-CMc5 Shemshime's Bedtime Rhyme
Show
Bands of Bilarro
rare
DDHC-CMc11 Zikran's Zephyrean Tome
DDHC-CMc11 Zikran's Zephyrean Tome
Show
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Staff of Fate (Attunement)
very_rare
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome.
The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Robe of Eyes (Attunement)
rare
DDHC-CM-15 The Scrivener's Tale
DDHC-CM-15 The Scrivener's Tale
Show
Periapt of Proof against Poison
rare
Garriden (Hayashi, 3319707135)
Trade Log
Show
Helm of Brilliance (Attunement)
very_rare
Chestirad Zolotov (Nithfirith, Ishgardian Muffin#7976)
Trade Log
Show
Notes:
Source: DDHC-COS Ch.4 Castle Ravenloft
Gems: 7 diamonds, 11 rubies, 14 fire opals, and 11 opals
Manual of Bodily Health
very_rare
Brân Amastacia (Hayashi, 3319707135)
Trade Log
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Shield +1 | uncommon | Renown Item | DDHC-CMc5 Shemshime's Bedtime Rhyme | Show | ||
Bands of Bilarro | rare | DDHC-CMc11 Zikran's Zephyrean Tome | DDHC-CMc11 Zikran's Zephyrean Tome | Show | ||
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. |
||||||
Staff of Fate (Attunement) | very_rare | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. |
||||||
Robe of Eyes (Attunement) | rare | DDHC-CM-15 The Scrivener's Tale | DDHC-CM-15 The Scrivener's Tale | Show | ||
Periapt of Proof against Poison | rare | Garriden (Hayashi, 3319707135) | Trade Log | Show | ||
Helm of Brilliance (Attunement) | very_rare | Chestirad Zolotov (Nithfirith, Ishgardian Muffin#7976) | Trade Log | Show | ||
Notes:
Source: DDHC-COS Ch.4 Castle Ravenloft |
||||||
Manual of Bodily Health | very_rare | Brân Amastacia (Hayashi, 3319707135) | Trade Log | Show |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
Alchemy Jug (Soya Sauce)
uncommon
3
DDHC-CMc11 Zikran's Zephyrean Tome
DDHC-CMc11 Zikran's Zephyrean Tome
Show
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
The two jugs function as alchemy jugs, except that neither produces acid or poison. The blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce, in addition to their other properties.
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Boots of the Winterlands (Attunement)
uncommon
3
DDHC-CMc11 Zikran's Zephyrean Tome
DDHC-CMc11 Zikran's Zephyrean Tome
Show
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Staff of Striking (Attunement)
very_rare
3
DDHC-CM-13 The Book of Inner Alchemy
DDHC-CM-13 The Book of Inner Alchemy
Show
Notes:
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Crystal Ball of True Seeing (Attunement)
legendary
3
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Ring of Spell Storing (Attunement)
rare
3
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
holds the spells bless and revivify.
Ioun Stone, Awareness (Attunement)
rare
3
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can't be surprised while this dark blue rhomboid orbits your head.
Eyes of Minute Seeing
common
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Sun Blade (Attunement)
rare
3
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Hat of Disguise (Attunement)
uncommon
3
DDHC-CM-14 The Canopic Being
DDHC-CM-14 The Canopic Being
Show
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Fire Resistance
rare
1
Garriden (Hayashi, 3319707135)
Trade Log
Show
Staff of Withering (Attunement)
rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Wand of Polymorph (Attunement)
very_rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
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.
Ring of Resistance (Acid) (Attunement)
rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
You have resistance to acid damage while wearing this ring. The ring is set with pearl.
Dung-encrusted Dwarven Plate
very_rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
+2 Longbow
rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Horn of Blasting
rare
3
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Show
Notes:
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Alchemy Jug (Soya Sauce) | uncommon | 3 | DDHC-CMc11 Zikran's Zephyrean Tome | DDHC-CMc11 Zikran's Zephyrean Tome | Show | ||
Notes:
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. The two jugs function as alchemy jugs, except that neither produces acid or poison. The blue jug can produce 1 quart of boiling hot tea, while the orange jug can produce 1 gallon of soy sauce, in addition to their other properties. Beer 4 gallons |
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Boots of the Winterlands (Attunement) | uncommon | 3 | DDHC-CMc11 Zikran's Zephyrean Tome | DDHC-CMc11 Zikran's Zephyrean Tome | Show | ||
Notes:
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. |
|||||||
Staff of Striking (Attunement) | very_rare | 3 | DDHC-CM-13 The Book of Inner Alchemy | DDHC-CM-13 The Book of Inner Alchemy | Show | ||
Notes:
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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Crystal Ball of True Seeing (Attunement) | legendary | 3 | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor. |
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Ring of Spell Storing (Attunement) | rare | 3 | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. holds the spells bless and revivify. |
|||||||
Ioun Stone, Awareness (Attunement) | rare | 3 | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You can't be surprised while this dark blue rhomboid orbits your head. |
|||||||
Eyes of Minute Seeing | common | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
|||||||
Sun Blade (Attunement) | rare | 3 | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
|||||||
Hat of Disguise (Attunement) | uncommon | 3 | DDHC-CM-14 The Canopic Being | DDHC-CM-14 The Canopic Being | Show | ||
Notes:
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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Ring of Fire Resistance | rare | 1 | Garriden (Hayashi, 3319707135) | Trade Log | Show | ||
Staff of Withering (Attunement) | rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
|||||||
Wand of Polymorph (Attunement) | very_rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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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Ring of Resistance (Acid) (Attunement) | rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
You have resistance to acid damage while wearing this ring. The ring is set with pearl. |
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Dung-encrusted Dwarven Plate | very_rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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+2 Longbow | rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Horn of Blasting | rare | 3 | DDHC-CM-16 Alkazaar's Appendix | DDHC-CM-16 Alkazaar's Appendix | Show | ||
Notes:
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |