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Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
Bag of Holding uncommon DDHC-TYP Tomb of Horrors Show
Bracers of Defense rare DDHC-TYP Tomb of Horrors Show
Ring of Protection rare DDHC-TYP Tomb of Horrors Show
Bell of Silent Carols (Horn of Silent Alarm) common DDAL00-05 Winter's Splendor Show
Notes:

Wondrous Item, common

This bell has 4 charges. When you use an action to shake it, one creature of your choice can hear the bell’s ring in the tune of festive carols, provided the creature is within 600 feet of the bell and not deafened. No other creature hears sound coming from the bell. The bell regains 1d4 expended charges daily at dawn.

Boots of the Winterlands uncommon DDAL00-05 Winter's Splendor Show
Notes:

Wondrous Item, uncommon (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as -45.5556 degrees Celsius (PRAISE THE METRIC SYSTEM) without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Celsius.

Ring of Free Action rare DDHC-TYP Tomb of Horrors Show
Tome of Leadership and Understanding very_rare DDHC-TYP Tomb of Horrors Show
Notes:

Wondrous item, very rare

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Helm of Brilliance very_rare DDHC-TYP Tomb of Horrors Show
Notes:

(3 Diamonds, 13 Rubies, 20 Fire Opals, 19 Opals)

Wondrous item, very rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:

You can use an action to cast one of the following Spells (save DC 18), using one of the helm’s gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
As long as The Helm has at least one ruby, you have Resistance to fire damage.
As long as The Helm has at least one fire opal, you can use an action and speak a Command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Stone of Good Luck uncommon DDHC-TYP White Plume Mountain Show
Boots of Striding and Springing uncommon DDHC-TYP White Plume Mountain Show
Ring of Protection rare DDHC-TYP White Plume Mountain Show
Chainmail +1 rare DDHC-TYP White Plume Mountain Show
Armor of Vulnerability (Slashing) rare DDHC-TYP White Plume Mountain Show
Figurine of Wondrous Power (Onyx Dog) rare CCC-CIC-02 The Clockwork Laboratory Show
Notes:

Wondrous Item, rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.

Goggles of the Night uncommon CCC-GAD02-01-The Monster Within Show
Notes:

Flavor text:

This pair of goggles is fashioned from umber hulk carapace and troll leather. While wearing it, its red lenses cause you to see the world in shades of red.

Daern's Instant Fortress rare CCC-DWB-GNA-1 Gallery of the Nightmare Show
Notes:

Flavor: This item has the appearance of black stone and anyone who knows of this item’s past with The Artist is likely to view it and its owner with suspicion.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain Show
Cape of the Mountebank rare Trade Log Show
Notes:

Wondrous Item, rare

This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality, it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer disappears. This cape smells faintly of brimstone.

While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Notes: Teleportation, Exploration, Outerwear

Dwarven Plate very_rare Trade Log Show
Notes:

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Notes: Bonus: Armor Class, Control, Combat, Warding, Str 15 Required, Stealth Disadvantage

Ring of Feather Falling rare DDHC-TYP Tomb of Horrors Show