Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Instrument of the Bards (Canaith Mandolin)
rare
Dedicated DM 48 HOURS REWARD
Show
Notes:
Instrument of the Bards (Canaith Mandolin)
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. You can use an action to play the instrument and 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.
When you use the instrument to cast a spell that causes a target to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
The spells contained in this instrument are: cure wounds (3rd level), dispel magic, protection from energy (lightning only)
Pipes of Haunting
uncommon
DDHC-CoS Curse of Strahd
Show
Notes:
Pipes of Haunting (uncommon, 3 charges/1d3 recharge, 1 charge to DC 15 frighten all creatures within 30' for 1 minute/re-save every round, friendlies immune, no attunement, requires wind pipe proficiency) - become a better blocker than a Sentinel without even attuning
Sunsword
legendary
COS
DDHC-CoS Curse of Strahd
Show
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear.
While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage.
When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The Sunsword is a unique blade once possessed by Strahd’s brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel. Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice
stole the hilt and fled. Khazan later located his apprentice’s mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire’s wrath, Khazan told Strahd that the entire weapon had been destroyed.
The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.
Sentience The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying or wielding it.
Personality The Sunsword’s special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
Helm of Brilliance
very_rare
COS
DDHC-CoS Curse of Strahd
Show
Notes:
Requires Attunement
This dazzling helm is set with 1 diamond, 7 rubies, 22 fire opals, and 18 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.
You gain the following benefits while wearing it:
• You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
• As long as it has at least one diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
• As long as The Helm has at least one ruby, you have Resistance to fire damage.
• As long as The Helm has at least one fire opal, you can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.
Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.
Deck of Illusions
uncommon
CoS Castle Ravenloft
DDHC-CoS Curse of Strahd
Show
Notes:
Full deck of 34 cards after dm rolled a 1 to see hoe many missing (1d20-1)
Ring of Fire Resistance
rare
Dedicated DM Quest Reward
Dedicated DM - Ring of Fire Resistance Awarded
Show
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Instrument of the Bards (Canaith Mandolin) | rare | Dedicated DM 48 HOURS REWARD | Show | |||
Notes:
Instrument of the Bards (Canaith Mandolin) |
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Pipes of Haunting | uncommon | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Pipes of Haunting (uncommon, 3 charges/1d3 recharge, 1 charge to DC 15 frighten all creatures within 30' for 1 minute/re-save every round, friendlies immune, no attunement, requires wind pipe proficiency) - become a better blocker than a Sentinel without even attuning |
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Sunsword | legendary | COS | DDHC-CoS Curse of Strahd | Show | ||
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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Helm of Brilliance | very_rare | COS | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Requires Attunement This dazzling helm is set with 1 diamond, 7 rubies, 22 fire opals, and 18 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic. You gain the following benefits while wearing it: • You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm. • As long as it has at least one diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage. • As long as The Helm has at least one ruby, you have Resistance to fire damage. • As long as The Helm has at least one fire opal, you can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon. Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed. |
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Deck of Illusions | uncommon | CoS Castle Ravenloft | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Full deck of 34 cards after dm rolled a 1 to see hoe many missing (1d20-1) |
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Ring of Fire Resistance | rare | Dedicated DM Quest Reward | Dedicated DM - Ring of Fire Resistance Awarded | Show |
Unlocked Magic Items
Name
Rarity
Tier
Location ▲
Table
Result
Source
Cape of the Mountebank
rare
2
DDAL04-07 The Innocent
DDAL04-7 The Innocent
Show
Notes:
Wondrous Item, Rare. Magic Item Table G. T2-4 - Costs 20 TP
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Ring of Spell Storing
rare
2
DDAL04-08 The Broken One
DDAL04-08 The Broken One
Show
Dagger of Venom
rare
2
DDAL04-11 The Donjon
DDAL04-11 The Donjon
Show
Notes:
Simple Weapon (dagger), Melee Weapon, Major, Rare
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.
This dagger is forged to appear as a knot of vipers, their tails becoming the pointed blade and heads
agape forming the hilt and guard. The wielder hears the sound of hissing snakes when within 120 feet of
poison or a venomous creature.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Found On: Magic Item Table G. TCP cost 20 T2-4
Name | Rarity | Tier | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|---|
Cape of the Mountebank | rare | 2 | DDAL04-07 The Innocent | DDAL04-7 The Innocent | Show | ||
Notes:
Wondrous Item, Rare. Magic Item Table G. T2-4 - Costs 20 TP This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |
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Ring of Spell Storing | rare | 2 | DDAL04-08 The Broken One | DDAL04-08 The Broken One | Show | ||
Dagger of Venom | rare | 2 | DDAL04-11 The Donjon | DDAL04-11 The Donjon | Show | ||
Notes:
Simple Weapon (dagger), Melee Weapon, Major, Rare You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Found On: Magic Item Table G. TCP cost 20 T2-4 |