Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
RASHEMI HOT STONE (THERMAL CUBE)
common
BMG-DRWEP-KS-01 THE SIEGE OF MULSANTIR
Show
Notes:
Rashemen is a land of bitterly cold winters and short, cool summers. Outsiders who are welcome to stay in Rashemen are gifted hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat.
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
bag of beans
uncommon
DDHC-DIA-A Tale of Two Cities
Show
Notes:
6 beans
Boots of the Winterlands
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Requires Attunement 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.
Alchemy Jug (Blue)
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Wondrous item, uncommon (This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 quart of boiling hot tea instead.) 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. Liquid Max Amount Boiling Hot Tea 1 quart 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
Alchemy Jug (Orange)
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Wondrous item, uncommon (This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 gallon of soy sauce instead.) 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. Liquid Max Amount Soy Sauce 1 gallon 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
Iron Bands of Billaro
uncommon
DDHC-CM-11 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.
Broom of Flying
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Goggles of Night
uncommon
DDHC TYP White Plume Mountain
Show
Stone of Good Luck (Luckstone)
uncommon
DDHC TYP White Plume Mountain
Show
Driftglobe
uncommon
DDAL04-10 - The Artifact
Show
Pearl of power
uncommon
DDAL-DRW13 Night Thieves
Show
SPIRIT SPEAR (WEAPON OF WARNING)
uncommon
BMG-DRWEP-KS-01 THE SIEGE OF MULSANTIR
Show
Notes:
The blade of this spear is made from the long claw of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near.
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
Armor +1 (Chain Mail)
rare
DDHC TYP White Plume Mountain
Show
flametongue
rare
DDAL-DRW13 Night Thieves
Show
Ring of Protection
rare
DDHC TYP White Plume Mountain
Show
Bracers of Defense
rare
DDHC-DIA-Chapter 2 Elturel has Fallen
Show
Ring of Spell Storing Contains two Mirror Image.
rare
DDHC TYP White Plume Mountain
Show
Necklace of Prayer Beads (3 x Bless, 2 x Cure Wounds, 1 x Guardian of Faith)
rare
DDHC TYP White Plume Mountain
Show
Armor of Vulnerability (Slashing, Plate)
rare
DDHC TYP White Plume Mountain
Show
+1 Mace
rare
DDHC-DIA-A Tale of Two Cities
Show
Notes:
The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| RASHEMI HOT STONE (THERMAL CUBE) | common | BMG-DRWEP-KS-01 THE SIEGE OF MULSANTIR | Show | |||
|
Notes:
Rashemen is a land of bitterly cold winters and short, cool summers. Outsiders who are welcome to stay in Rashemen are gifted hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat. This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). |
||||||
| bag of beans | uncommon | DDHC-DIA-A Tale of Two Cities | Show | |||
|
Notes:
6 beans |
||||||
| Boots of the Winterlands | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
|
Notes:
Requires Attunement 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. |
||||||
| Alchemy Jug (Blue) | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
|
Notes:
Wondrous item, uncommon (This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 quart of boiling hot tea instead.) 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. Liquid Max Amount Boiling Hot Tea 1 quart 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 |
||||||
| Alchemy Jug (Orange) | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
|
Notes:
Wondrous item, uncommon (This jug functions as an Alchemy Jug, except that it neither produces acid or poison. It can produce 1 gallon of soy sauce instead.) 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. Liquid Max Amount Soy Sauce 1 gallon 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 |
||||||
| Iron Bands of Billaro | uncommon | DDHC-CM-11 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. |
||||||
| Broom of Flying | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
| Goggles of Night | uncommon | DDHC TYP White Plume Mountain | Show | |||
| Stone of Good Luck (Luckstone) | uncommon | DDHC TYP White Plume Mountain | Show | |||
| Driftglobe | uncommon | DDAL04-10 - The Artifact | Show | |||
| Pearl of power | uncommon | DDAL-DRW13 Night Thieves | Show | |||
| SPIRIT SPEAR (WEAPON OF WARNING) | uncommon | BMG-DRWEP-KS-01 THE SIEGE OF MULSANTIR | Show | |||
|
Notes:
The blade of this spear is made from the long claw of an ice troll. Its shaft is made of Rashemi ash. It is believed that the spirits of Rashemen themselves warn the wielder of this weapon when danger is near. As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. |
||||||
| Armor +1 (Chain Mail) | rare | DDHC TYP White Plume Mountain | Show | |||
| flametongue | rare | DDAL-DRW13 Night Thieves | Show | |||
| Ring of Protection | rare | DDHC TYP White Plume Mountain | Show | |||
| Bracers of Defense | rare | DDHC-DIA-Chapter 2 Elturel has Fallen | Show | |||
| Ring of Spell Storing Contains two Mirror Image. | rare | DDHC TYP White Plume Mountain | Show | |||
| Necklace of Prayer Beads (3 x Bless, 2 x Cure Wounds, 1 x Guardian of Faith) | rare | DDHC TYP White Plume Mountain | Show | |||
| Armor of Vulnerability (Slashing, Plate) | rare | DDHC TYP White Plume Mountain | Show | |||
| +1 Mace | rare | DDHC-DIA-A Tale of Two Cities | Show | |||
|
Notes:
The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or ignite its light as an action. |
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