Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Ring of Spell Storing
uncommon
DDHC-TYP Forge of Fury
DDHC-TYP Forge of Fury
Show
Wand of Magic Missile
uncommon
DDHC-TYP Forge of Fury
DDHC-TYP Forge of Fury
Show
Bloodwell Vial
uncommon
Roll20
Purchase Log
Show
Notes:
o attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
CCC-SFBAY-02-01 Old Enemies Arise
Show
Notes:
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Goggles of Night
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon
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.
Stone of Good Luck
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
uncommon
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Ring of Spell Storing
common
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Holds Mirror Image (x2)
Ring of Protection
common
DDHC-TYP-White Plume Mountain
DDHC-TYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL1-1 Arrival
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Stone of Good Luck
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Driftglobe
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
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.
Boots of Striding an Springing
uncommon
DDHC-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Bloodwell Vial+2
rare
DDHC-KftGV-05 - Tockworth's Clockworks
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, rare (+2), (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Shard of Snow Ice (Ioun Stone of Protection)
rare
Snow Ice (WBW-DC-PHP-POLAR-01)
Snow Ice (WBW-DC-PHP-POLAR-01)
Show
Notes:
Wondrous item rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Protection. You gain a +1 bonus to AC while this dusty rose prism orbits your head. This item is found in the Dungeon Master’s Guide.
This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower.
In addition, this stone has the Temperate minor property: The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Spell Storing | uncommon | DDHC-TYP Forge of Fury | DDHC-TYP Forge of Fury | Show | ||
Wand of Magic Missile | uncommon | DDHC-TYP Forge of Fury | DDHC-TYP Forge of Fury | Show | ||
Bloodwell Vial | uncommon | Roll20 | Purchase Log | Show | ||
Notes:
o attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | CCC-SFBAY-02-01 Old Enemies Arise | Show | ||
Notes:
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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Goggles of Night | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Wondrous Item, uncommon 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. |
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Stone of Good Luck | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Boots of Striding and Springing | uncommon | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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Ring of Spell Storing | common | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Holds Mirror Image (x2) |
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Ring of Protection | common | DDHC-TYP-White Plume Mountain | DDHC-TYP-White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL1-1 Arrival | CCC-BMG-10 HILL1-1 Arrival | Show | ||
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Stone of Good Luck | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Driftglobe | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
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. |
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Boots of Striding an Springing | uncommon | DDHC-KftGV-05 - Tockworth's Clockworks | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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Bloodwell Vial+2 | rare | DDHC-KftGV-05 - Tockworth's Clockworks | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Wondrous item, rare (+2), (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Shard of Snow Ice (Ioun Stone of Protection) | rare | Snow Ice (WBW-DC-PHP-POLAR-01) | Snow Ice (WBW-DC-PHP-POLAR-01) | Show | ||
Notes:
Wondrous item rare (requires attunement) This small shard of everlasting crystal ice appears to be a chipped off fragment from the control crystal of Ermyar’s Tower. |