Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Quiver of Ehlonna
uncommon
Tomb in Graveyard
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Wondrous Item, Uncommon
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Moon-Touched Longsword
common
Tomb in Graveyard
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Weapon (Longsword), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Hat of Wizardry
common
Found in Guldruck Mine
FR-DC-BTW-01 Father's Conscience
Show
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard)
This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
Orb of Direction
common
Looted from Gnolls
FR-DC-BTW-02 Father's Curse
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.
Periapt of Wound Closure
uncommon
Found in old Sawmill Camp
FR-DC-BTW-02 Father's Curse
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Longbow +1
uncommon
Leveling Up to 5th Level
FR-DC-BTW-02 Father's Curse
Show
Notes:
Weapon (Longbow), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Nature's Mantle
uncommon
DM Reward only Magic Item
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.
While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.
Pride (Longsword +2)
rare
Found in Cellar of old Scalethorn Estate
FR-DC-BTW-03 Father's Mistakes
Show
Notes:
Weapon (Longsword), Rare
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
This longsword has a black blade and a precious ruby set into the copper handle. The word “Pride” is engraved on the black blade.
Candle of the Deep
common
Found on Mary Guldruck's corpse
FR-DC-BTW-03 Father's Mistakes
Show
Notes:
Wondrous Item, Common
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
Wand of Binding
rare
Received from Benjamin Stormguard
FR-DC-BTW-04 Father's Decision
Show
Notes:
Wand, Rare (Requires Attunement)
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Hold Monster 5
Hold Person 2
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Cloak of Billowing
common
Looted from wardrobe in Guldruck Manor
FR-DC-BTW-04 Father's Decision
Show
Notes:
Wondrous Item, Common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Ring of Jumping
uncommon
Trade Log
Show
Notes:
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Canaith Mandolin of the Bards
rare
Looted from Sythian Skalderang
DDHC-KftGV-07 Axe from the Grave
Show
Notes:
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to cast one of its spells. 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.
Instrument Spells
All: Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Canaith mandolin: Cure Wounds (level 3), Dispel Magic, Protection from Energy (Lightning damage only)
Vicious Longbow
rare
Golden Vault Reward
DDHC-KftGV-07 Axe from the Grave
Show
Notes:
Weapon (Longbow), Rare
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Quiver of Ehlonna | uncommon | Tomb in Graveyard | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
|
Notes:
Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
||||||
| Moon-Touched Longsword | common | Tomb in Graveyard | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | ||
|
Notes:
Weapon (Longsword), Common In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. |
||||||
| Hat of Wizardry | common | Found in Guldruck Mine | FR-DC-BTW-01 Father's Conscience | Show | ||
|
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits. Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells. Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest. |
||||||
| Orb of Direction | common | Looted from Gnolls | FR-DC-BTW-02 Father's Curse | 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. |
||||||
| Periapt of Wound Closure | uncommon | Found in old Sawmill Camp | FR-DC-BTW-02 Father's Curse | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. |
||||||
| Longbow +1 | uncommon | Leveling Up to 5th Level | FR-DC-BTW-02 Father's Curse | Show | ||
|
Notes:
Weapon (Longbow), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. |
||||||
| Nature's Mantle | uncommon | DM Reward only Magic Item | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Druid or Ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells. While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed. |
||||||
| Pride (Longsword +2) | rare | Found in Cellar of old Scalethorn Estate | FR-DC-BTW-03 Father's Mistakes | Show | ||
|
Notes:
Weapon (Longsword), Rare You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. This longsword has a black blade and a precious ruby set into the copper handle. The word “Pride” is engraved on the black blade. |
||||||
| Candle of the Deep | common | Found on Mary Guldruck's corpse | FR-DC-BTW-03 Father's Mistakes | Show | ||
|
Notes:
Wondrous Item, Common The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle. |
||||||
| Wand of Binding | rare | Received from Benjamin Stormguard | FR-DC-BTW-04 Father's Decision | Show | ||
|
Notes:
Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
||||||
| Cloak of Billowing | common | Looted from wardrobe in Guldruck Manor | FR-DC-BTW-04 Father's Decision | Show | ||
|
Notes:
Wondrous Item, Common While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
||||||
| Ring of Jumping | uncommon | Trade Log | Show | |||
|
Notes:
Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so. |
||||||
| Canaith Mandolin of the Bards | rare | Looted from Sythian Skalderang | DDHC-KftGV-07 Axe from the Grave | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to cast one of its spells. 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. Instrument Spells |
||||||
| Vicious Longbow | rare | Golden Vault Reward | DDHC-KftGV-07 Axe from the Grave | Show | ||
|
Notes:
Weapon (Longbow), Rare This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage. |
||||||