Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
đš (R) Eagle Whistle
rare
Trade Log
Show
Notes:
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
â (L) Plate of the Multiversal Champion (Plate Armor +3)
legendary
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Masterâs Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armorâa shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
â (C) Champions Belt of the Multiversal Championship (Ruby of the War Mage)
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes.
Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanatharâs Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
đ˛ (U) Multiversal Champion (Boon of High Magic)
unique
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion."
You gain one 9th-level spell slot, provided that you already have one.
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure.
đš (UC/AT) Eldritch Claw Tattoo
uncommon
Trade Log
Show
Notes:
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement:
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
đš (R) Ring of Force Resistance
rare
Trade Log
Show
Notes:
Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with pearl.
â (L/AT) Defender Greatsword
legendary
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the swordâs bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Masterâs Guide.
This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield.
â (R/AT) Rod of the Pact Keeper +2
rare
DDAL09-20 Where Devils Fear to Tread
Show
Notes:
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest. This item is found in the Dungeon Masterâs Guide.
This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal.
Bracers of defense
rare
DDAL-DRWEP02 Wings of Death
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
This item is found in the Dungeon Masterâs Guide.
These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.
Spellguard Shield
very_rare
DDAL-DRWEP02 Wings of Death
Show
Notes:
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This item is found in the Dungeon Masterâs Guide.
This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
Ring of Earth Elemental Command
common
DDAL-DRWEP02 Wings of Death
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the âringâs charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
⢠You have resistance to acid damage.
⢠You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
⢠You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
This item is found in the Dungeon Masterâs Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, âyour skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay.
(This item is available only to tier 4 characters.)
đš (L/AT) Gloves of Soul Catching
legendary
Trade Log
Show
Notes:
Wondrous Item, Legendary (Requires Attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.
(VR/AT) Oath(short)bow
very_rare
DDAL-DRW08 The Harrowing Hell
Show
Notes:
Weapon (Longbow or Shortbow), Very Rare (Requires Attunement)
When you nock an arrow on this bow, it whispers in Elvish, âSwift defeat to my enemies.â When you use this weapon to make a ranged attack, you can utter or sign the following command words: âSwift death to you who have wronged me.â The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
"This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot."
(L/AT) Scarab of Protection
legendary
DDAL-DRW08 The Harrowing Hell
Show
Notes:
Wondrous Item, Legendary (Requires Attunement)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Spell Resistance. You have Advantage on saving throws against spells.
â (UC) Bag of Holding
common
CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines
Show
Notes:
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Hewardâs handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
đš (C) Cloak of Many Fashions
common
CCC-HERO-BK-02-02 Flight of the Wyvern
Show
Notes:
Wondrous Item, Common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
â (UC) Googles of the Night
common
DDHC-TYP - White Plume Mountain
Show
đ˛ Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Armor of Vulnerability (Slashing)
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Ring of Spell Storing
common
DDHC-TYP - White Plume Mountain
Show
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| đš (R) Eagle Whistle | rare | Trade Log | Show | |||
|
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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| â (L) Plate of the Multiversal Champion (Plate Armor +3) | legendary | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armorâa shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
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| â (C) Champions Belt of the Multiversal Championship (Ruby of the War Mage) | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. This item is found in Xanatharâs Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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| đ˛ (U) Multiversal Champion (Boon of High Magic) | unique | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
|
Notes:
"You gained your own Multiversal Fanclub with winning the prestigious Championship. They pray to you almost religiously empowering you with the power of fame and obviously a 9th Level Spellslot duh! And gladly they don't give you weird names like the Kuo-Toa do, though you get odd fanmail and weirdly sexual fanfictions in return...if that is better is up to discussion." You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. Note: In T4 only you can replace all consumables with a boon; while a boon can be given to a character that is not yet 20th level it does not take effect until they reach that level. You need to include this information in the adventure. |
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| đš (UC/AT) Eldritch Claw Tattoo | uncommon | Trade Log | Show | |||
|
Notes:
Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement: If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes: Eldritch Maul: Minor Property: Key |
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| đš (R) Ring of Force Resistance | rare | Trade Log | Show | |||
|
Notes:
Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with pearl. |
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| â (L/AT) Defender Greatsword | legendary | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
Weapon (greatsword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the swordâs bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. This item is found in the Dungeon Masterâs Guide. This defender is a greatsword and is made out of crude black iron. Inscribed upon the blade in Abyssal is the name Deathshield. |
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| â (R/AT) Rod of the Pact Keeper +2 | rare | DDAL09-20 Where Devils Fear to Tread | Show | |||
|
Notes:
Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You canât use this property again until you finish a long rest. This item is found in the Dungeon Masterâs Guide. This rod has an opal carved like a clawed fist clutching a skull at its tip. The haft is covered in the names of angels, written backwards in Infernal. |
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| Bracers of defense | rare | DDAL-DRWEP02 Wings of Death | Show | |||
|
Notes:
Bracers of Defense Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. This item is found in the Dungeon Masterâs Guide. These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental. |
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| Spellguard Shield | very_rare | DDAL-DRWEP02 Wings of Death | Show | |||
|
Notes:
Spellguard Shield Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Masterâs Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds. |
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| Ring of Earth Elemental Command | common | DDAL-DRWEP02 Wings of Death | Show | |||
|
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth. The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. You can expend 2 of the âringâs charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: ⢠You have resistance to acid damage. ⢠You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied. ⢠You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges). This item is found in the Dungeon Masterâs Guide. The ring is made of beaten brass and set with a many-faceted apatite stone. While attuned to this item, âyour skin becomes extremely dry and is prone to cracking. Only the finest lotions and oils can keep this effect at bay. (This item is available only to tier 4 characters.) |
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| đš (L/AT) Gloves of Soul Catching | legendary | Trade Log | Show | |||
|
Notes:
Wondrous Item, Legendary (Requires Attunement) After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn. |
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| (VR/AT) Oath(short)bow | very_rare | DDAL-DRW08 The Harrowing Hell | Show | |||
|
Notes:
Weapon (Longbow or Shortbow), Very Rare (Requires Attunement) When you nock an arrow on this bow, it whispers in Elvish, âSwift defeat to my enemies.â When you use this weapon to make a ranged attack, you can utter or sign the following command words: âSwift death to you who have wronged me.â The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons. "This particular oathbow is made of blackened, cooled lava, its string glowing as if red-hot." |
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| (L/AT) Scarab of Protection | legendary | DDAL-DRW08 The Harrowing Hell | Show | |||
|
Notes:
Wondrous Item, Legendary (Requires Attunement) This beetle-shaped medallion provides three benefits while it is on your person. Defense. You gain a +1 bonus to Armor Class. Preservation. The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. Spell Resistance. You have Advantage on saving throws against spells. |
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| â (UC) Bag of Holding | common | CCC-GHC-BK1-07 The Peculiar Case of the Selptan Felines | Show | |||
|
Notes:
Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Hewardâs handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened. |
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| đš (C) Cloak of Many Fashions | common | CCC-HERO-BK-02-02 Flight of the Wyvern | Show | |||
|
Notes:
Wondrous Item, Common While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties. |
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| â (UC) Googles of the Night | common | DDHC-TYP - White Plume Mountain | Show | |||
| đ˛ Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
| â (R/AT) Armor of Vulnerability (Slashing) | common | DDHC-TYP - White Plume Mountain | Show | |||
| â (R/AT) Ring of Spell Storing | common | DDHC-TYP - White Plume Mountain | Show | |||