Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Emerald Elemental Gem
uncommon
DDHC-JRC-08 the Mists of Manivarsha
Show
Notes:
Emerald Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Necklace of Adaptation
uncommon
DDHC-JRC-09 Between Tangled Roots
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Staff of the Python
uncommon
DDHC-JRC-09 Between Tangled Roots
Show
Notes:
Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Periapt of Health
uncommon
DDHC-JRC-03 Fiend of Hollow Mine
Show
Notes:
Periapt of Health
Wondrous item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
Ring of Spell Storing
uncommon
White Plume Mountain
Show
Ring of Protection
uncommon
White Plume Mountain
Show
Armor of Vulnerability (slashing)
uncommon
White Plume Mountain
Show
Hat of Disguise
uncommon
DDHC-JRC-10 Shadow of the Sun
Show
Notes:
Wondrous item, uncommon (requires attunement)
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.
Keoghtom's Ointment
uncommon
DDHC-JRC-13 Orchids of the Invisible Mountains
Show
Notes:
Keoghtom's Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Boots of Striding and Springing
uncommon
White Plume Mountain
Show
Ring of Jumping
uncommon
DDHC-JRC-03 Fiend of Hollow Mine
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Driftglobe
uncommon
DDHC-JRC-11 The Nightsea´s Succor
Show
Notes:
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Stone of Good Luck
uncommon
White Plume Mountain
Show
Wind Fan
uncommon
DDHC-JRC-12 Buried Dynasty
Show
Notes:
Wind Fan
Wondrous item, uncommon
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Dust of Disappearance
uncommon
DDHC-JRC-12 Buried Dynasty
Show
Notes:
Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Adamantine Splint Mail
uncommon
DDHC-JRC-12 Buried Dynasty
Show
Notes:
Adamantine Splint Mail
Heavy Armor, Uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Slippers of Spider Climbing
uncommon
DDHC-JRC-12 Buried Dynasty
Show
Notes:
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Goggles of Night
uncommon
White Plume Mountain
Show
Ring of Mind Shielding
uncommon
DDHC-JRC-04 Sins of Our Elders
Show
Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
+1 Chain mai
uncommon
White Plume Mountain
Show
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Emerald Elemental Gem | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Notes:
Emerald Elemental Gem This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. |
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Necklace of Adaptation | uncommon | DDHC-JRC-09 Between Tangled Roots | Show | |||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Staff of the Python | uncommon | DDHC-JRC-09 Between Tangled Roots | Show | |||
Notes:
Staff of the Python You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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Periapt of Health | uncommon | DDHC-JRC-03 Fiend of Hollow Mine | Show | |||
Notes:
Periapt of Health You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. |
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Ring of Spell Storing | uncommon | White Plume Mountain | Show | |||
Ring of Protection | uncommon | White Plume Mountain | Show | |||
Armor of Vulnerability (slashing) | uncommon | White Plume Mountain | Show | |||
Hat of Disguise | uncommon | DDHC-JRC-10 Shadow of the Sun | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) 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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Keoghtom's Ointment | uncommon | DDHC-JRC-13 Orchids of the Invisible Mountains | Show | |||
Notes:
Keoghtom's Ointment This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
||||||
Boots of Striding and Springing | uncommon | White Plume Mountain | Show | |||
Ring of Jumping | uncommon | DDHC-JRC-03 Fiend of Hollow Mine | Show | |||
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
||||||
Driftglobe | uncommon | DDHC-JRC-11 The Nightsea´s Succor | Show | |||
Notes:
Driftglobe This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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Stone of Good Luck | uncommon | White Plume Mountain | Show | |||
Wind Fan | uncommon | DDHC-JRC-12 Buried Dynasty | Show | |||
Notes:
Wind Fan While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
||||||
Dust of Disappearance | uncommon | DDHC-JRC-12 Buried Dynasty | Show | |||
Notes:
Dust of Disappearance Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. |
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Adamantine Splint Mail | uncommon | DDHC-JRC-12 Buried Dynasty | Show | |||
Notes:
Adamantine Splint Mail Heavy Armor, Uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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Slippers of Spider Climbing | uncommon | DDHC-JRC-12 Buried Dynasty | Show | |||
Notes:
Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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Goggles of Night | uncommon | White Plume Mountain | Show | |||
Ring of Mind Shielding | uncommon | DDHC-JRC-04 Sins of Our Elders | Show | |||
Notes:
Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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+1 Chain mai | uncommon | White Plume Mountain | Show |