Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Pearl of Power
common
DDHC-JRC-08 the Mists of Manivarsha
Show
Arrow of Dragon Slaying
common
DDHC-JRC-09 Between Tangled Roots
Show
Notes:
Arrow of Dragon Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
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).
Goggles of Night
uncommon
White Plume Mountain
Show
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.
Boots of Striding and Springing
uncommon
White Plume Mountain
Show
Ring of Protection
uncommon
White Plume Mountain
Show
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.
Ring of Spell Storing
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.
Stone of Good Luck
uncommon
White Plume Mountain
Show
Ring of Warmth
uncommon
Gold for Fools and Princes
Show
Notes:
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Adamantine Chain Shirt
uncommon
Gold for Fools and Princes
Show
Notes:
Adamantine Chain Shirt
Medium 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.
Decanter of Endless Water
uncommon
Trail of Destruction
Show
Notes:
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Tan Bag of Tricks
uncommon
Trail of Destruction
Show
Notes:
Wondrous item, uncommon
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
d8 Creature d8 Creature
1 Jackal 5 Black bear
2 Ape 6 Giant weasel
3 Baboon 7 Giant hyena
4 Axe beak 8 Tiger
Armor of Vulnerability (slashing)
uncommon
White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-JRC-08 the Mists of Manivarsha
Show
+1 Chain mai
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.
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.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pearl of Power | common | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
Arrow of Dragon Slaying | common | DDHC-JRC-09 Between Tangled Roots | Show | |||
Notes:
Arrow of Dragon Slaying An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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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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Goggles of Night | uncommon | White Plume Mountain | Show | |||
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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Boots of Striding and Springing | uncommon | White Plume Mountain | Show | |||
Ring of Protection | uncommon | White Plume Mountain | Show | |||
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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Ring of Spell Storing | 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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Stone of Good Luck | uncommon | White Plume Mountain | Show | |||
Ring of Warmth | uncommon | Gold for Fools and Princes | Show | |||
Notes:
Ring of Warmth While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. |
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Adamantine Chain Shirt | uncommon | Gold for Fools and Princes | Show | |||
Notes:
Adamantine Chain Shirt Medium 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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Decanter of Endless Water | uncommon | Trail of Destruction | Show | |||
Notes:
Decanter of Endless Water This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
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Tan Bag of Tricks | uncommon | Trail of Destruction | Show | |||
Notes:
Wondrous item, uncommon This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn. d8 Creature d8 Creature |
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Armor of Vulnerability (slashing) | uncommon | White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-JRC-08 the Mists of Manivarsha | Show | |||
+1 Chain mai | 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. |
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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. |