Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Carpet of Flying
very_rare
CCC-GOC-01-03 Winds of Rot
D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B
Show
Notes:
Wondrous Item, very rare
You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoke directions, provided that you are within 30 feet of it.
This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds.
The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers.
Canaith Mandolin
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
Wondrous item, Rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only). Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Brooch of Shielding
uncommon
DDAL05-03- Uninvited Guests
DDAL05-03- Uninvited Guests
Show
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were.
Boots of Striding and Springing
uncommon
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
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.
Blessing of Protection
unique
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
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Notes:
You gain a +1 bonus to AC and saving throws.
Blackrazor
legendary
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
*Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
*
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Bag of Holding
uncommon
DDAL-DRW-INT01 - Big problems
D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Armor of Vulnerability (Slashing)
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 3
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to slashing damage.
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 bludgeoning and piercing damage.
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.
+1 chain mail armor
rare
DDHC-TFTYP-04- White Plume Mountain
DDHC-TFTYP-04- White Plume Mountain - Parte 1
Show
Notes:
Armor (chain mail), rare
You have a +1 bonus to AC while wearing this armor.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Carpet of Flying | very_rare | CCC-GOC-01-03 Winds of Rot | D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B | Show | ||
|
Notes:
Wondrous Item, very rare This carpet is 5 feet by 7 feet and has a flying speed of 40 feet. It can carry up to 1,200 pounds, but its flying speed becomes 20 feet while carrying over 600 pounds. The natural fibers of this 5-foot by 7-foot rug have been dyed with patterns of overlapping blue and red feathers. |
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| Canaith Mandolin | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Wondrous item, Rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only). Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
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| Brooch of Shielding | uncommon | DDAL05-03- Uninvited Guests | DDAL05-03- Uninvited Guests | Show | ||
|
Notes:
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This brooch is fashioned from a tiny leaf inlaid in gold and silver. While the leaf is not alive, it changes color depending on the season as if it were. |
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| Boots of Striding and Springing | uncommon | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Blessing of Protection | unique | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
You gain a +1 bonus to AC and saving throws. |
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| Blackrazor | legendary | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
*Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell. When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened. Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience. Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet. The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality. Blackrazor speaks with an imperious tone, as though accustomed to being obeyed. The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. |
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| Bag of Holding | uncommon | DDAL-DRW-INT01 - Big problems | D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-B | Show | ||
|
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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| Armor of Vulnerability (Slashing) | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 3 | Show | ||
|
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing damage. 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 bludgeoning and piercing damage. 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. |
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| +1 chain mail armor | rare | DDHC-TFTYP-04- White Plume Mountain | DDHC-TFTYP-04- White Plume Mountain - Parte 1 | Show | ||
|
Notes:
Armor (chain mail), rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. |
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