Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Pixie winged boots
uncommon
Reward Payout
Show
Notes:
These elegant, supple boots have iridescent,
rainbow-colored pixie wings on their sides.
When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots (see the Dungeon Master’s Guide).
Grig Fiddle
very_rare
Reward Payout
Show
Notes:
Grig Fiddle
This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as a instrument of the bards (anstruth harp) (see the Dungeon Master’s Guide).
Bracers of Defense
uncommon
DDHC-TotYP White Plume Mountain
Show
+1 Leather Armor
uncommon
DDHC-TotYP White Plume Mountain
Show
Goggles of Night
uncommon
DDHC-TotYP White Plume Mountain
Show
Stone of Good Luck
uncommon
DDHC-TotYP White Plume Mountain
Show
Boots of Striding and Springing
uncommon
DDHC-TotYP White Plume Mountain
Show
Armor of Vulnerability (slashing)
uncommon
DDHC-TotYP White Plume Mountain
Show
Ring of Protection
uncommon
DDHC-TotYP White Plume Mountain
Show
Ring of Spell Storing
uncommon
DDHC-TotYP White Plume Mountain
Show
Serpent Scale Armor
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Lantern of Revealing
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Chime of Opening
rare
DDHC-CM Book of Cylinders
Show
Notes:
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Serpent's Fang
rare
DDHC-CM Book of Cylinders
Show
Notes:
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
Cli Lyre
rare
Trade Log
Show
Notes:
Cli Lyre
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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 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.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
rhythm-maker’s drum +1
uncommon
Level 5 Item
Show
The Sixth Sword (+2 Rapier with Guardian minor property)
rare
CCC-HAL-02 Six Striking Swords Kapitel 4. - Aetheragain
Show
Notes:
The Sixth Sword (+2 Rapier with Guardian minor property)
Weapon, rare, Table G
This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative.
Dark Mother’s Ring of Spell Storing
rare
CCC-HAL-02 Six Striking Swords Kapitel 4. - Aetheragain
Show
Notes:
Dark Mother’s Ring of Spell Storing
wondrous Item, rare (Requires Attunement)
Table G
This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn.
While wearing this ring, the wearer can speak and understand Undercommon.
If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment.
These effects are not strong enough to override existing character traits.
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb.
Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Breastplate +1 (Medium Armor)
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Medium armor, major tier, rare
20 lb.
AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Folding Boat
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Wondrous item, minor tier, rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Pixie winged boots | uncommon | Reward Payout | Show | |||
Notes:
These elegant, supple boots have iridescent, |
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Grig Fiddle | very_rare | Reward Payout | Show | |||
Notes:
Grig Fiddle |
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Bracers of Defense | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
+1 Leather Armor | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Goggles of Night | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Stone of Good Luck | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Boots of Striding and Springing | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Armor of Vulnerability (slashing) | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Ring of Protection | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Ring of Spell Storing | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Serpent Scale Armor | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Serpent Scale Armor This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
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Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Chime of Opening | rare | DDHC-CM Book of Cylinders | Show | |||
Notes:
Chime of Opening This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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Serpent's Fang | rare | DDHC-CM Book of Cylinders | Show | |||
Notes:
Serpent's Fang This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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Cli Lyre | rare | Trade Log | Show | |||
Notes:
Cli Lyre 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. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. 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 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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rhythm-maker’s drum +1 | uncommon | Level 5 Item | Show | |||
The Sixth Sword (+2 Rapier with Guardian minor property) | rare | CCC-HAL-02 Six Striking Swords Kapitel 4. - Aetheragain | Show | |||
Notes:
The Sixth Sword (+2 Rapier with Guardian minor property) Weapon, rare, Table G This is one of marilith S’Sheneth’Rah’s six swords. In battle she was known for her tactical superiority and quick striking. Through years of use, some of her essence became imbued into the sword’s magic and it occasionally twitches at critical times, bringing itself to a ready and deadly position. As a result of this, the wielder gains a +2 bonus to initiative. |
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Dark Mother’s Ring of Spell Storing | rare | CCC-HAL-02 Six Striking Swords Kapitel 4. - Aetheragain | Show | |||
Notes:
Dark Mother’s Ring of Spell Storing Table G This ring is made of mithral and looks to have been made by the same artisan that crafted the helmet Weave. It looks like a silvery spider wrapping its legs around one’s finger when worn. While wearing this ring, the wearer can speak and understand Undercommon. If worn by a female, the ring subtly pushes the wearer to believe that males are incompetent. If worn by a male, the ring subtly pushes the wearer to praise females and defer to their better judgment. These effects are not strong enough to override existing character traits. This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains disguise self, silence and spider climb. Any creature can Cast a Spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting Ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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Breastplate +1 (Medium Armor) | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Medium armor, major tier, rare 20 lb. AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. |
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Folding Boat | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Wondrous item, minor tier, rare 4 lb. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |