Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (?) Crusading Shortsword
common
DDHC-CoS Curse of Strahd
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Notes:
rarity?
This is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:
- The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
- A lawful good creature can attune itself to the sword in 1 minute.
- While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
☐ (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
☐ (R) Chain Mail +1
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
common
DDHC-TYP - White Plume Mountain
Show
🏲 Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
common
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
☐ Prayer Beads?
common
DDHC-TYP - White Plume Mountain
Show
☐ (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) Halberd +1
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
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Notes:
Weapon (halberd), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
☐ Pipes of Haunting
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
☐ Stone of Good Luck (Luckstone)
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
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Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
☐ (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.
☐ (UC/AT) Bloodspear
uncommon
DDHC-CoS Curse of Strahd
Show
☐ (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/AT) Doss Lute
uncommon
DDHC-CoS Curse of Strahd
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)
Alchemy Jug
uncommon
DDHC-CoS Curse of Strahd
Show
Notes:
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
+1 Rod of the Pact Keeper
uncommon
DDHC-CoS Curse of Strahd
Show
Notes:
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Name | Rarity ▲ | Location | Table | Result | Source | |
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☐ (?) Crusading Shortsword | common | DDHC-CoS Curse of Strahd | Show | |||
Notes:
rarity? This is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword’s purpose is to fight evil. The sword has the following additional properties:
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☐ (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R) Chain Mail +1 | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Ring of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
🏲 Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Armor of Vulnerability (Slashing) | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ Prayer Beads? | common | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Cloak of Protection | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) |
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🗹 (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. |
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☐ Pipes of Haunting | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Wondrous item, uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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☐ Stone of Good Luck (Luckstone) | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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☐ (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. |
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☐ (UC/AT) Bloodspear | uncommon | DDHC-CoS Curse of Strahd | Show | |||
☐ (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 |
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☐ (UC/AT) Doss Lute | uncommon | DDHC-CoS Curse of Strahd | 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 |
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Alchemy Jug | uncommon | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Wondrous item, uncommon You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn. Liquid Max Amount |
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+1 Rod of the Pact Keeper | uncommon | DDHC-CoS Curse of Strahd | Show | |||
Notes:
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |