Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
☐ Feather of Diatryma Summoning
rare
DDHC: WDDH Chapter 7: Maestro's Fall
DDHC: WDDH Chapter 7: Maestro's Fall
Show
Notes:
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird.
When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed.
The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions.
☐ Spell Scroll of Faerie Fire
common
WBW-DC-PND-01 The Party that Split
WBW-DC-PND-01 The Party that Split
Show
Notes:
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
☐ Rope of Mending
common
WBW-DC-PND-01 The Party that Split
WBW-DC-PND-01 The Party that Split
Show
Notes:
Wondrous Item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an action to speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
☐ Potion of Mind Control (Beast)
rare
DRW-09 Vile Bounty
DRW-09 Vile Bounty
Show
Notes:
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted.
A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
☐ Mariner's Armor (Studded Leather)
uncommon
DRW-09 Vile Bounty
DRW-09 Vile Bounty
Show
Notes:
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
☐ Amulet of Health
rare
DRW-09 Vile Bounty
DRW-09 Vile Bounty
Show
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
☐ Wand of the War Mage +2
rare
Trade Log
Show
Notes:
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Mantle of Spell Resistance
rare
Icewind Dale: Rime of the Frostmaiden 6 Caves of Hunger
Service Rewards Applied
Show
☐ Horn of Valhalla (Silver)
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
Wondrous Item, varies
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4 + 2 None
41-75 Brass 3d4 + 3 Proficiency with all simple weapons
76-90 Bronze 4d4 + 4 Proficiency with all medium armor
91-100 Iron 5d4 + 5 Proficiency with all martial weapons
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
☐ Scroll of Magic Weapon
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
☐ Half-Plate +1
rare
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
CCC-TRI-06 - NIGHT1-2: Haggard Heroes
Show
Notes:
You have +1 to your AC while wearing this Armor.
☐ Pearl of Power
uncommon
DRW-13 The Night Thieves
DRW-13 The Night Thieves
Show
Notes:
This large freshwater pearl is set into a golden button.
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn.
☐ Ambassador Cherthemiud's Spellbook
uncommon
DRW-13 The Night Thieves
DRW-13 The Night Thieves
Show
Notes:
Ambassador Cherthemiud’s spellbook contains these spells: 1st level: detect magic, identify, mage armor, magic missile; 2nd level: detect thoughts, mirror image, misty step; 3rd level: counterspell, fly, lightning bolt; 4th level: fire shield, Mordenkainen’s faithful hound, stoneskin; 5th level: cone of cold, scrying, wall of force; 6th level: globe of invulnerability; 7th level: teleport; 8th level: mind blank; 9th level: time stop
☐ Spell Scroll of Silence
uncommon
DRW-13 The Night Thieves
DRW-13 The Night Thieves
Show
☐ Potion of Water Breathing x3
uncommon
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
☐ Potion of Healing
common
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Portable Hole
rare
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea
Show
Notes:
Wondrous Item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
☐ Ring of the Ram
rare
CCC-TRI-08 NIGHT1-4
CCC-TRI-08 NIGHT1-4
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
☐ Scroll of Hold Monster
rare
CCC-TRI-08 NIGHT1-4
CCC-TRI-08 NIGHT1-4
Show
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
☐ Enduring Spellbook
common
Inherited Malevolence-Common Magic Item
Show
| Name | Rarity | Location | Table ▲ | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Feather of Diatryma Summoning | rare | DDHC: WDDH Chapter 7: Maestro's Fall | DDHC: WDDH Chapter 7: Maestro's Fall | Show | ||
|
Notes:
This bright plume is made from the feather of a diatryma (pronounced dee-ah-TRY-mah), a Large, colorful, flightless bird native to the Underdark. If you use an action to speak the command word and throw the feather into a Large unoccupied space on the ground within 5 feet of you, the feather becomes a living diatryma for up to 6 hours, after which it reverts to its feather form. It reverts to feather form early if it drops to 0 hit points or if you use an action to speak the command word again while touching the bird. When the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed. The diatryma uses the statistics of an axe beak, except that its beak deals piercing damage instead of slashing damage. The creature is friendly to you and your companions, and it can be used as a mount. It understands your languages and obeys your spoken commands. If you issue no commands, the diatryma defends itself but takes no other actions. |
||||||
| ☐ Spell Scroll of Faerie Fire | common | WBW-DC-PND-01 The Party that Split | WBW-DC-PND-01 The Party that Split | Show | ||
|
Notes:
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. |
||||||
| ☐ Rope of Mending | common | WBW-DC-PND-01 The Party that Split | WBW-DC-PND-01 The Party that Split | Show | ||
|
Notes:
Wondrous Item, common |
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| ☐ Potion of Mind Control (Beast) | rare | DRW-09 Vile Bounty | DRW-09 Vile Bounty | Show | ||
|
Notes:
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate beast spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. |
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| ☐ Mariner's Armor (Studded Leather) | uncommon | DRW-09 Vile Bounty | DRW-09 Vile Bounty | Show | ||
|
Notes:
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. |
||||||
| ☐ Amulet of Health | rare | DRW-09 Vile Bounty | DRW-09 Vile Bounty | Show | ||
|
Notes:
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it. |
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| ☐ Wand of the War Mage +2 | rare | Trade Log | Show | |||
|
Notes:
Wand, varies (requires attunement by a Spellcaster) RARITY BONUS |
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| ☐ Mantle of Spell Resistance | rare | Icewind Dale: Rime of the Frostmaiden 6 Caves of Hunger | Service Rewards Applied | Show | ||
| ☐ Horn of Valhalla (Silver) | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
Wondrous Item, varies Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement |
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| ☐ Scroll of Magic Weapon | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
|
Notes:
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. |
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| ☐ Half-Plate +1 | rare | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | CCC-TRI-06 - NIGHT1-2: Haggard Heroes | Show | ||
|
Notes:
You have +1 to your AC while wearing this Armor. |
||||||
| ☐ Pearl of Power | uncommon | DRW-13 The Night Thieves | DRW-13 The Night Thieves | Show | ||
|
Notes:
This large freshwater pearl is set into a golden button. While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. |
||||||
| ☐ Ambassador Cherthemiud's Spellbook | uncommon | DRW-13 The Night Thieves | DRW-13 The Night Thieves | Show | ||
|
Notes:
Ambassador Cherthemiud’s spellbook contains these spells: 1st level: detect magic, identify, mage armor, magic missile; 2nd level: detect thoughts, mirror image, misty step; 3rd level: counterspell, fly, lightning bolt; 4th level: fire shield, Mordenkainen’s faithful hound, stoneskin; 5th level: cone of cold, scrying, wall of force; 6th level: globe of invulnerability; 7th level: teleport; 8th level: mind blank; 9th level: time stop |
||||||
| ☐ Spell Scroll of Silence | uncommon | DRW-13 The Night Thieves | DRW-13 The Night Thieves | Show | ||
| ☐ Potion of Water Breathing x3 | uncommon | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. |
||||||
| ☐ Potion of Healing | common | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
Potion of … Rarity HP Regained |
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| ☐ Portable Hole | rare | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | CCC-TRI-07 - NIGHT1-3: Beneath the Moonsea | Show | ||
|
Notes:
Wondrous Item, rare You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in 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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| ☐ Ring of the Ram | rare | CCC-TRI-08 NIGHT1-4 | CCC-TRI-08 NIGHT1-4 | Show | ||
|
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. |
||||||
| ☐ Scroll of Hold Monster | rare | CCC-TRI-08 NIGHT1-4 | CCC-TRI-08 NIGHT1-4 | Show | ||
|
Notes:
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. |
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| ☐ Enduring Spellbook | common | Inherited Malevolence-Common Magic Item | Show | |||