Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+1 Leather Armor
uncommon
DDHC-TotYP White Plume Mountain
Show
Amulet of Health
rare
DDAL08-10 The Skull Square Murders
Show
Notes:
Amulet of Health
Wondrous Item, Major, Rare (Requires Attunement)
Table G, Tier 2-4, 20 TCP
Weight: 1 lbs.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet.
Armor of Vulnerability (slashing)
uncommon
DDHC-TotYP White Plume Mountain
Show
Belt of Dwarvenkind
rare
DDEX2-4 Mayhem in the Earthspur Mines
Show
Notes:
Belt of Dwarvenkind
Wondrous item, rare (requires attunement)
This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty.
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Boots of Striding and Springing
uncommon
DDHC-TotYP White Plume Mountain
Show
Bracers of Defense
uncommon
DDHC-TotYP White Plume Mountain
Show
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.
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.
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
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.
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.
Goggles of Night
uncommon
DDHC-TotYP White Plume Mountain
Show
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).
Helm of Underwater Action
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Helm of Underwater Action
Wondrous item, uncommon (requires attunement)
While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet.
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.
Metal Baton with Continual Flame
common
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Metal Baton with Continual Flame
Continual Flame Enchantment:
A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Moon Sickle, +1
uncommon
DDAL-DRW10 Streetwise
Show
Notes:
Moon Sickle, +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
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).
rhythm-maker’s drum +1
uncommon
Level 5 Item
Show
Ring of Free Action
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Ring of Free Action
Ring, major tier, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+1 Leather Armor | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Amulet of Health | rare | DDAL08-10 The Skull Square Murders | Show | |||
Notes:
Amulet of Health Wondrous Item, Major, Rare (Requires Attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. An electrum pendant in the shape of an eye surrounded by grasping tentacles hangs from a mithril chain. You have the feeling you are being watched whenever you were this amulet. |
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Armor of Vulnerability (slashing) | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Belt of Dwarvenkind | rare | DDEX2-4 Mayhem in the Earthspur Mines | Show | |||
Notes:
Belt of Dwarvenkind This stout belt is gem-encrusted with a buckle made of polished stone. It never gets dirty. While wearing this belt, you gain the following benefits: In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. |
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Boots of Striding and Springing | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Bracers of Defense | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
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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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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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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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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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. |
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Goggles of Night | uncommon | DDHC-TotYP White Plume Mountain | Show | |||
Grig Fiddle | very_rare | Reward Payout | Show | |||
Notes:
Grig Fiddle |
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Helm of Underwater Action | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Helm of Underwater Action While wearing this brass helmet, you can breathe underwater, you gain darkvision with a range of 60 feet, and you gain a swimming speed of 30 feet. |
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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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Metal Baton with Continual Flame | common | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Metal Baton with Continual Flame A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |
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Moon Sickle, +1 | uncommon | DDAL-DRW10 Streetwise | Show | |||
Notes:
Moon Sickle, +1 Weapon (sickle), uncommon (requires attunement by a druid or ranger) When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Pixie winged boots | uncommon | Reward Payout | Show | |||
Notes:
These elegant, supple boots have iridescent, |
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rhythm-maker’s drum +1 | uncommon | Level 5 Item | Show | |||
Ring of Free Action | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Ring of Free Action While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |