Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Javelin of Lightning (UC)
uncommon
DDAL08-05 - The Hero of the Troll Wars
Show
Brooch of Shielding (UC, A)
uncommon
SJ-DC-DNX Salvage Operation
Show
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Minor Property: Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Pipes of the Sewers (UC, A)
uncommon
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.
This item can be found in the Dungeon Master’s Guide.
Cloak of Billowing (C)
common
DDHC-XGE-01 Rats of Waterdeep
Show
Notes:
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine.
This item can be found in Xanathar’s Guide to Everything.
Dawnfire (Sun Blade) (R,A)
rare
Assigning Service Reward
Show
Notes:
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
Bag of Holding (UC)
uncommon
Assigning Service Reward
Show
Bracers of Defense (R, A)
common
Trade Log
Show
Notes:
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them.
Ring of Fire Resistance (R, A)
rare
CCC-GHC-BK1-04 I am the Fire
Show
Notes:
This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.
The life and magic of mage and a fire elemental have formed this item.
Wayferer's Boots (R,A)
rare
Trade Log
Show
Tentacle Rod (R, A)
rare
CCC-GHC-BK1-03 - The Darkest Knight
Show
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.
Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.
On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.
Googles of Night (UC)
uncommon
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder.
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Wand of Winter (R, A)
rare
DDAL-DRW12 To Walk the Cold Dark
Show
Notes:
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake.
This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
Armor of Vulnerability (L, A)
legendary
DDHC-TYP White Plume Mountain
Show
Notes:
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Goggles of Night (UC)
uncommon
DDHC-TYP White Plume Mountain
Show
Ring of Protection (R, A)
rare
DDHC-TYP White Plume Mountain
Show
Ring of Spell Storing (R, A)
rare
DDHC-TYP White Plume Mountain
Show
Notes:
2x Mirror Image
Stone of Good Luck (UC, A)
common
DDHC-TYP White Plume Mountain
Show
Whelm (L, A)(once the character gets to T4
legendary
DDHC-TYP White Plume Mountain
Show
Necklace of Prayer Beads (R, A)
rare
DDHC-TYP White Plume Mountain
Show
Notes:
Curing
Blessing
Curing
Curing
Curing
Smiting
Blessing of Protection
unique
DDHC-TYP White Plume Mountain
Show
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
Javelin of Lightning (UC) | uncommon | DDAL08-05 - The Hero of the Troll Wars | Show | |||
Brooch of Shielding (UC, A) | uncommon | SJ-DC-DNX Salvage Operation | Show | |||
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. Minor Property: Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
||||||
Pipes of the Sewers (UC, A) | uncommon | DDHC-XGE-01 Rats of Waterdeep | Show | |||
Notes:
These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet. |
||||||
Cloak of Billowing (C) | common | DDHC-XGE-01 Rats of Waterdeep | Show | |||
Notes:
This magnificent sable cloak is inlaid with stitched alchemical formulae and smells of turpentine. This item can be found in Xanathar’s Guide to Everything. |
||||||
Dawnfire (Sun Blade) (R,A) | rare | Assigning Service Reward | Show | |||
Notes:
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. |
||||||
Bag of Holding (UC) | uncommon | Assigning Service Reward | Show | |||
Bracers of Defense (R, A) | common | Trade Log | Show | |||
Notes:
Given as gifts to an honored guest of the elves of Cormanthor these mithral bracers gleam brightly in any light. The fine elven filigree belies their power and any who attune to the bracers can understand and speak Elvish while wearing them. |
||||||
Ring of Fire Resistance (R, A) | rare | CCC-GHC-BK1-04 I am the Fire | Show | |||
Notes:
This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl. The life and magic of mage and a fire elemental have formed this item. |
||||||
Wayferer's Boots (R,A) | rare | Trade Log | Show | |||
Tentacle Rod (R, A) | rare | CCC-GHC-BK1-03 - The Darkest Knight | Show | |||
Notes:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. |
||||||
Googles of Night (UC) | uncommon | DDAL-DRW12 To Walk the Cold Dark | Show | |||
Notes:
These googles’ lenses are made from a strange, green glass and are always cold, even in the hottest climates. Due to this chill, a character wearing the googles always feels as if the temperature is near freezing, unless the actual temperature is even colder. While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
||||||
Wand of Winter (R, A) | rare | DDAL-DRW12 To Walk the Cold Dark | Show | |||
Notes:
This wand has been transformed into an alien, glassy green crystal that’s cold to the touch and morphs its appearance slightly overnight. When within 5 feet of a portal to the Far Realm, the wand glows a sickly green and writhes like a snake. This wand has 7 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 15, +5 to hit with spell attacks): ice storm (4 charges), ray of frost (no charges, or 1 charge to cast as it as a 5th-level character), or sleet storm (3 charges). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed. |
||||||
Armor of Vulnerability (L, A) | legendary | DDHC-TYP White Plume Mountain | Show | |||
Notes:
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
||||||
Goggles of Night (UC) | uncommon | DDHC-TYP White Plume Mountain | Show | |||
Ring of Protection (R, A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Ring of Spell Storing (R, A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
2x Mirror Image |
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Stone of Good Luck (UC, A) | common | DDHC-TYP White Plume Mountain | Show | |||
Whelm (L, A)(once the character gets to T4 | legendary | DDHC-TYP White Plume Mountain | Show | |||
Necklace of Prayer Beads (R, A) | rare | DDHC-TYP White Plume Mountain | Show | |||
Notes:
Curing |
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Blessing of Protection | unique | DDHC-TYP White Plume Mountain | Show |