Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Bag of Holding
uncommon
DDHC-CM Shemshime's Bedtime Rhyme
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.
Ruby of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Trade Log
Show
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
+1 Longbow
uncommon
DDHC-TYP-6 - Against the Giants
Trade Log
Show
Notes:
Weapon, uncommon
Major tier
Martial weapon, ranged weapon
2 lb. Mastery: Slow
1d8 piercing - Ammunition (150/600 ft.), Heavy, Two‑Handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Fox Fur Boots (Boots of the Winterlands)
uncommon
FR - DC - TFCotN 01: The Vanished Caravan
FR - DC - TFCotN 01: The Vanished Caravan
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
This pair of boots is lined with arctic fox fur. Fine leather laces hold them together. Fur and feather embellishments are incorporated into the collar. The wearer of these boots feels an animal presence warning them of danger. It seems as if a fox spirit is bound to them.
Minor Property: Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level)
common
FR - DC - TFCotN 01: The Vanished Caravan
FR - DC - TFCotN 01: The Vanished Caravan
Show
Notes:
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3.
A Kara-tur-style tattoo needle that appears to have been forged from black iron. It features intricate engravings that are difficult to read.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Amulet of Hidden Refuge (Orb of Direction)
common
FR - DC - TFCotN 01: The Vanished Caravan
FR - DC - TFCotN 01: The Vanished Caravan
Show
Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
This delicate silver chain holds a sphere-like pendant, barely larger than a marble. Its exterior is made of fine, crystal-clear glass, reminiscent of a snow globe. Within the amulet, tiny silver snowflakes dance ceaselessly, swirling as it moves, as if carried by a hidden wind.
At the center of the sphere floats a flawless, six-pointed ice crystal, pulsing with a cool, bluish light. A slender spear, fashioned from frosty ice, pierces the crystal from top to bottom.
A gentle, cold mist emanates from the interior of the pendant, enveloping the glass with a touch of frost that never melts. The crystal itself is not firmly anchored—it constantly rotates slowly toward true north, as if guided by an invisible force.
The amulet serves as a key and guide to „Aelinthal´Asyr“. Those who have taken the oath feel a gentle chill when they touch it—a sign that they have been deemed worthy by the guardians of the hidden village.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Bag of Holding | uncommon | DDHC-CM Shemshime's Bedtime Rhyme | 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. |
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Ruby of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Trade Log | Show | ||
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster) |
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+1 Longbow | uncommon | DDHC-TYP-6 - Against the Giants | Trade Log | Show | ||
Notes:
Weapon, uncommon Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. |
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Fox Fur Boots (Boots of the Winterlands) | uncommon | FR - DC - TFCotN 01: The Vanished Caravan | FR - DC - TFCotN 01: The Vanished Caravan | Show | ||
Notes:
Wondrous Item, Uncommon (Requires Attunement) These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow. This pair of boots is lined with arctic fox fur. Fine leather laces hold them together. Fur and feather embellishments are incorporated into the collar. The wearer of these boots feels an animal presence warning them of danger. It seems as if a fox spirit is bound to them. Minor Property: Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
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Black Iron Needle (Spellwrought Tattoo of Cure Wounds - 1st Level) | common | FR - DC - TFCotN 01: The Vanished Caravan | FR - DC - TFCotN 01: The Vanished Caravan | Show | ||
Notes:
Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The spell's saving throw DC is 13, the attack bonus is +5, and the spellcasting ability modifier is +3. A Kara-tur-style tattoo needle that appears to have been forged from black iron. It features intricate engravings that are difficult to read. A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier. |
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Amulet of Hidden Refuge (Orb of Direction) | common | FR - DC - TFCotN 01: The Vanished Caravan | FR - DC - TFCotN 01: The Vanished Caravan | Show | ||
Notes:
Wondrous Item, Common This orb can be used as an Arcane Focus. While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. This delicate silver chain holds a sphere-like pendant, barely larger than a marble. Its exterior is made of fine, crystal-clear glass, reminiscent of a snow globe. Within the amulet, tiny silver snowflakes dance ceaselessly, swirling as it moves, as if carried by a hidden wind. At the center of the sphere floats a flawless, six-pointed ice crystal, pulsing with a cool, bluish light. A slender spear, fashioned from frosty ice, pierces the crystal from top to bottom. A gentle, cold mist emanates from the interior of the pendant, enveloping the glass with a touch of frost that never melts. The crystal itself is not firmly anchored—it constantly rotates slowly toward true north, as if guided by an invisible force. The amulet serves as a key and guide to „Aelinthal´Asyr“. Those who have taken the oath feel a gentle chill when they touch it—a sign that they have been deemed worthy by the guardians of the hidden village. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |