Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
UC - Shortbow +1
uncommon
DDHC-HotB-02 Wilderness
DDHC-HotB-02 Wilderness
Show
Notes:

Weapon (Shortbow), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Simple Ranged Weapon
Damage: 1d6+1 Piercing
Properties: Ammunition (Range 80/320; Arrow), Two-Handed
Mastery: Vex
Weight: 2 lb.
C - Dread Helm
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
C - Pole of Collapsing
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
Pole
Adventuring Gear
Weight: 7 lb.
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
C - Cloak of Billowing
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
UC/A - Slippers of Spider Climbing
uncommon
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
UC/A - Cloak of Elvenkind
uncommon
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Uncommon (Requires Attunement)
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
UC - Boots of Elvenkind
uncommon
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
C- Clockwork Amulet
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
R - Plate Armor +1
rare
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Armor (Plate Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Heavy Armor
Armor Class: 19
Strength: Str 15
Stealth: Disadvantage
Weight: 65 lb.
C - Cloak of Billowing
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
C - Clockwork Amulet
common
DDHC-HotB-03 Caves of Chaos
DDHC-HotB-03 Caves of Chaos
Show
Notes:

Wondrous Item, Common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
VR/A - Ring of Regeneration
very_rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry
R/A - Boots of Speed
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
R/A - Mythallar Cloak
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn.
While wearing the cloak, you can take a Bonus Action and expend 1 charge to activate the cloaks magic. The magic lasts for 1 minute or until you end it early. (No action required.)
While the cloak's magic is active, you gain a fly speed of 30ft and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the target to take an extra 1d4 radiant damage. If you are aloft when the cloak's magic ends, you fall.
R/A - Brooch of the Elements
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder.
R - Fork of Eddy Summoning
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare
This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy. The eddy appears in an unoccupied space as close to you as possible. The eddy is friendly to you and your alleys and obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes no other actions. It takes its turn immediatly after you on your initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can't be used this way again until the next dawn.
R - Magen Handbell
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare
While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days.
Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk.
While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen.
UC/A - Hat of Vortexes
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain.
You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery.
C - Mask of Changed Appearance
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour.
Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| UC - Shortbow +1 | uncommon | DDHC-HotB-02 Wilderness | DDHC-HotB-02 Wilderness | Show | ||
|
Notes:
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. Simple Ranged Weapon Damage: 1d6+1 Piercing |
||||||
| C - Dread Helm | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow. |
||||||
| C - Pole of Collapsing | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole’s weight doesn’t change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows. Pole Weight: 7 lb. A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check. |
||||||
| C - Cloak of Billowing | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute. |
||||||
| UC/A - Slippers of Spider Climbing | uncommon | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. |
||||||
| UC/A - Cloak of Elvenkind | uncommon | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks. |
||||||
| UC - Boots of Elvenkind | uncommon | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. |
||||||
| C- Clockwork Amulet | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
||||||
| R - Plate Armor +1 | rare | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
You have a +1 bonus to Armor Class while wearing this armor. Heavy Armor Armor Class: 19 |
||||||
| C - Cloak of Billowing | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute. |
||||||
| C - Clockwork Amulet | common | DDHC-HotB-03 Caves of Chaos | DDHC-HotB-03 Caves of Chaos | Show | ||
|
Notes:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. |
||||||
| VR/A - Ring of Regeneration | very_rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time. Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry |
||||||
| R/A - Boots of Speed | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest. |
||||||
| R/A - Mythallar Cloak | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn. While wearing the cloak, you can take a Bonus Action and expend 1 charge to activate the cloaks magic. The magic lasts for 1 minute or until you end it early. (No action required.) While the cloak's magic is active, you gain a fly speed of 30ft and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the target to take an extra 1d4 radiant damage. If you are aloft when the cloak's magic ends, you fall. |
||||||
| R/A - Brooch of the Elements | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence. The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder. |
||||||
| R - Fork of Eddy Summoning | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare This Tiny tuning fork crackles with harmless, multicolored magical energy. As a Magic action, you can tap the fork against any object to summon an Eldritch Eddy. The eddy appears in an unoccupied space as close to you as possible. The eddy is friendly to you and your alleys and obeys your commands. If you fail to command it, the eddy defends itself against attackers but takes no other actions. It takes its turn immediatly after you on your initiative count. The eddy disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The fork can't be used this way again until the next dawn. |
||||||
| R - Magen Handbell | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days. Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk. While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen. |
||||||
| UC/A - Hat of Vortexes | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain. You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery. |
||||||
| C - Mask of Changed Appearance | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Common This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour. Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed. |
||||||