Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Ioun stone of Reserve (R-A)
rare
CCC-BMG-48 HILL 3-3 Spare the Rod
CCC-BMG-48 HILL 3-3 Spare the Rod
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Notes:
Wondrous item, rare (requires attunement)
This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner
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.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone 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 this stone orbits your head, 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 stone is no longer stored in it, freeing up space.
This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner.
Wand of Wonder (R-A)
rare
CCC-BMG-47 HILL 3-2 Suffer the Children
CCC-BMG-47 HILL 3-2 Suffer the Children
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Notes:
Wand of Wonder
Wand (arcane focus), rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
Ring of Animal Influence (R)
rare
CCC-BMG-46 HILL 3-1 Shepherd the Weak
CCC-BMG-46 HILL 3-1 Shepherd the Weak
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Notes:
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 of its charges to cast one of the following spells:
Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals
Hand Crossbow +1 (U)
uncommon
CCC-BMG-29 Hill 2-2 The Red Herring
CCC-BMG-29 Hill 2-2 The Red Herring
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Notes:
Hand Crossbow +1
Ranged weapon (martial, hand crossbow), uncommon
This +1 black wooden hand crossbow has a blood red heart engraved on it that bleeds a little every a bolt from it kills someone.
You have a +1 bonus to attack and damage rolls made with this weapon.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Damage: 1d6+1
Damage Type: Piercing
Properties: Light, Loading, Range
Range: 30/120
Weight: 3
Sending Stones (U)
uncommon
CCC-BMG-12 HILL 1-3 Resurgence
CCC-BMG-12 HILL 1-3 Resurgence
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Notes:
Sending Stones
Wondrous item, uncommon
These smooth stones made of marble have the crest of Hillsfar carved into them. As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand. Contacting the First Lord expends the single use the stones gain every dawn.
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Ioun stone of Reserve (R-A) | rare | CCC-BMG-48 HILL 3-3 Spare the Rod | CCC-BMG-48 HILL 3-3 Spare the Rod | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner 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. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone 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 this stone orbits your head, 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 stone is no longer stored in it, freeing up space. This deep violet, almost indigo, translucent prism has a noticeable chunk broken off of one corner. When found, it contains the spell lightning bolt. While orbiting the owner’s head, the stone emits a low buzzing, like an insect, which is only perceptible to the owner. |
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| Wand of Wonder (R-A) | rare | CCC-BMG-47 HILL 3-2 Suffer the Children | CCC-BMG-47 HILL 3-2 Suffer the Children | Show | ||
|
Notes:
Wand of Wonder This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed. |
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| Ring of Animal Influence (R) | rare | CCC-BMG-46 HILL 3-1 Shepherd the Weak | CCC-BMG-46 HILL 3-1 Shepherd the Weak | Show | ||
|
Notes:
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 of its charges to cast one of the following spells: Animal friendship (save DC 13) |
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| Hand Crossbow +1 (U) | uncommon | CCC-BMG-29 Hill 2-2 The Red Herring | CCC-BMG-29 Hill 2-2 The Red Herring | Show | ||
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Notes:
Hand Crossbow +1 This +1 black wooden hand crossbow has a blood red heart engraved on it that bleeds a little every a bolt from it kills someone. You have a +1 bonus to attack and damage rolls made with this weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Damage: 1d6+1 |
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| Sending Stones (U) | uncommon | CCC-BMG-12 HILL 1-3 Resurgence | CCC-BMG-12 HILL 1-3 Resurgence | Show | ||
|
Notes:
Sending Stones These smooth stones made of marble have the crest of Hillsfar carved into them. As well as the properties described in the Dungeon Master’s Guide (pg. 199), these stones also have the ability to directly contact the First Lord of Hillsfar. You have been assured that he always keeps the stone close at hand. Contacting the First Lord expends the single use the stones gain every dawn. Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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