Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ (UC/AT) Cloak of Protection
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
☐ (UC/AT) Doss Lute
uncommon
DDHC-CoS Curse of Strahd
Show
☐ (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Deck of Illusions
uncommon
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous item, uncommon
(NOTE: The GM has access to a deck of tokens for this item.)
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck’s owner)
☐ (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
🗹 (UC) Halberd +1
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Weapon (halberd), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
☐ (UC) Robe of Useful Items
uncommon
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
Bag of 100 gp
Iron door
Wooden ladder
Riding horse
Pit
Rowboat
Spell scroll (moonbeam)
2x Mastiffs
☐ (UC) Wand of Secrets
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wand, uncommon
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
☐ (VR/AT) Staff of Frost
very_rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
☐ (VR/AT) Staff of Power
very_rare
DDHC-CoS Curse of Strahd
Show
(VR) Plate +2
very_rare
DDHC-CoS Curse of Strahd
Show
☐ (VR) Ring of Telekinesis
very_rare
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
☐ (VR) Scimitar of Speed
very_rare
Trade Log
Show
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
☐ (UC/AT) Cloak of Protection | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
||||||
☐ (UC/AT) Doss Lute | uncommon | DDHC-CoS Curse of Strahd | Show | |||
☐ (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Deck of Illusions | uncommon | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Wondrous item, uncommon (NOTE: The GM has access to a deck of tokens for this item.) This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again. Playing Card Illusion |
||||||
☐ (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (UC) Halberd +1 | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Weapon (halberd), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
☐ (UC) Robe of Useful Items | uncommon | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. Bag of 100 gp |
||||||
☐ (UC) Wand of Secrets | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. |
||||||
☐ (VR/AT) Staff of Frost | very_rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
||||||
☐ (VR/AT) Staff of Power | very_rare | DDHC-CoS Curse of Strahd | Show | |||
(VR) Plate +2 | very_rare | DDHC-CoS Curse of Strahd | Show | |||
☐ (VR) Ring of Telekinesis | very_rare | Trade Log | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
||||||
☐ (VR) Scimitar of Speed | very_rare | Trade Log | Show |