Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
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
Achis Atracta/Periapt of proof against poison (R)
rare
CCC-BMG-30 HILL 2-3 The Red Death
CCC-BMG-30 HILL 2-3 The Red Death
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Notes:
Achis Atracta
Periapt of proof against poison, rare
This amulet is made of an intricately carved bloodstone, shaped in the likeness of a woman’s head. The eyes pulse with a white glow when Achis is speaking. The stone is attached to a delicate silver chain.
Proof against Poison. Achis Atracta has all the powers of a periapt of proof against poison that she bestows upon her wearer—if she feels so inclined. She is very fickle (see Personality).
Sentience. Achis Atracta is a sentient chaotic neutral item with an Intelligence of 10, a Wisdom of 10, and a Charisma of 16. She has hearing and normal vision out to a range of 120 feet.
She can speak, read, and understand Common and Celestial.
Personality. Achis Atracta speaks in a whiny and shrill voice, making demands as though accustomed to being obeyed. She acts like a spoiled noble and expects to be waited on like a queen. Wearers who do not treat her with respect and deference gain no benefit from her item powers. She screams and complains loudly if surprised by a situation she deems beneath her—such as trekking through a sewer or being engulfed by a fireball.
Achis wants to be loved and adored by a person with power and standing like a princess in a fairy tale. Her greatest wish is to fall in love with a prince and be swept off her feet—figuratively speaking.
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 | |
|---|---|---|---|---|---|---|
| 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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| Achis Atracta/Periapt of proof against poison (R) | rare | CCC-BMG-30 HILL 2-3 The Red Death | CCC-BMG-30 HILL 2-3 The Red Death | Show | ||
|
Notes:
Achis Atracta Periapt of proof against poison, rare This amulet is made of an intricately carved bloodstone, shaped in the likeness of a woman’s head. The eyes pulse with a white glow when Achis is speaking. The stone is attached to a delicate silver chain. Proof against Poison. Achis Atracta has all the powers of a periapt of proof against poison that she bestows upon her wearer—if she feels so inclined. She is very fickle (see Personality). Sentience. Achis Atracta is a sentient chaotic neutral item with an Intelligence of 10, a Wisdom of 10, and a Charisma of 16. She has hearing and normal vision out to a range of 120 feet. She can speak, read, and understand Common and Celestial. Personality. Achis Atracta speaks in a whiny and shrill voice, making demands as though accustomed to being obeyed. She acts like a spoiled noble and expects to be waited on like a queen. Wearers who do not treat her with respect and deference gain no benefit from her item powers. She screams and complains loudly if surprised by a situation she deems beneath her—such as trekking through a sewer or being engulfed by a fireball. Achis wants to be loved and adored by a person with power and standing like a princess in a fairy tale. Her greatest wish is to fall in love with a prince and be swept off her feet—figuratively speaking. |
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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 | ||
|
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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