Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Brooch of Shielding
uncommon
Reward Payout
Show
Notes:
Brooch of Shielding
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Glamoured Studded Leather
rare
Reward Payout
Show
Notes:
Glamoured Studded Leather
Armor (light, studded leather), rare
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
AC: 13 + Dex modifier
Weight: 13
Robe of Stars
very_rare
Reward Payout
Show
Notes:
Robe of Stars
Wondrous item, very rare (requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Shield +1
uncommon
DDHC-VEoR Prequel
Show
Charm of the Creeping Hand
common
DDHC-VEoR Prequel
Show
Notes:
Charm of the Creeping Hand
Supernatural Gift (Charm)
Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then deals an extra 1d10 necrotic damage, and you gain 5 temporary hit points. Once used five times, the charm vanishes.
Hat Of Disguise
uncommon
DDHC-VEoR Prequel
Show
Notes:
Hat Of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Stone of Good Luck
uncommon
Vecna: Eve of Ruin
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Driftglobe
uncommon
Vecna: Eve of Ruin
Show
Notes:
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Weight: 1
Necklace of Adaptation
uncommon
Vecna: Eve of Ruin
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Chime of Exile
very_rare
Vecna: Eve of Ruin
Show
Notes:
Chime of Exile
Wondrous item, very rare
This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn.
Dagger +2
rare
Vecna Eve of Ruin
Show
Gem Of Seeing
rare
Vecna Eve of Ruin
Show
Notes:
Gem Of Seeing
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Emerald Elemental Gem
uncommon
Vecna: Eve of Ruin
Show
Notes:
Emerald Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Name | Rarity | Location | Table | Result | Source | |
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Brooch of Shielding | uncommon | Reward Payout | Show | |||
Notes:
Brooch of Shielding While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. |
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Glamoured Studded Leather | rare | Reward Payout | Show | |||
Notes:
Glamoured Studded Leather While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 13 + Dex modifier |
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Robe of Stars | very_rare | Reward Payout | Show | |||
Notes:
Robe of Stars This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. |
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Shield +1 | uncommon | DDHC-VEoR Prequel | Show | |||
Charm of the Creeping Hand | common | DDHC-VEoR Prequel | Show | |||
Notes:
Charm of the Creeping Hand Once per turn, when you hit a creature with an attack roll using a weapon or an unarmed strike, you can infuse your strike with life-stealing energy. Your attack then deals an extra 1d10 necrotic damage, and you gain 5 temporary hit points. Once used five times, the charm vanishes. |
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Hat Of Disguise | uncommon | DDHC-VEoR Prequel | Show | |||
Notes:
Hat Of Disguise While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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Stone of Good Luck | uncommon | Vecna: Eve of Ruin | Show | |||
Notes:
Stone of Good Luck While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Driftglobe | uncommon | Vecna: Eve of Ruin | Show | |||
Notes:
Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Weight: 1 |
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Necklace of Adaptation | uncommon | Vecna: Eve of Ruin | Show | |||
Notes:
Necklace of Adaptation Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Chime of Exile | very_rare | Vecna: Eve of Ruin | Show | |||
Notes:
Chime of Exile Wondrous item, very rare This silver chime is engraved with delicate magic sigils. While holding the chime, you can use an action to cast the banishment spell (spell save DC 20). If the target of the spell has 50 hit points or fewer, it automatically fails its saving throw. Once the chime has been used to cast the spell, it can’t be used this way again until the next dawn. |
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Dagger +2 | rare | Vecna Eve of Ruin | Show | |||
Gem Of Seeing | rare | Vecna Eve of Ruin | Show | |||
Notes:
Gem Of Seeing Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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Emerald Elemental Gem | uncommon | Vecna: Eve of Ruin | Show | |||
Notes:
Emerald Elemental Gem Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. |