Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
☐ (VR/AT) Watchful Helm very_rare DDHC-CM-14 The Canopic Being Trade Log Show
Notes:

Wondrous item, very rare (requires attunement)

While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you're asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.

As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can't be used again until the next dawn.

☐ (VR/AT) Ring of Regeneration very_rare SJ-DC-AMAK-02: Enemy within Trade Log Show
Notes:

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

🗹 (UC) Serpent Scale Armor uncommon Trade Log Show
Notes:

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.

☐ (UC) Mask of the Beast uncommon CCC-GHC-BK03-02 The Girl with the wet Nose CCC-GHC-BK03-02 The Girl with the wet Nose Show
Notes:

Wondrous Item, uncommon

This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.

🗹 (UC) Ild Rune Musket common Opal of the Ild Rune Trade Log Show
Notes:

Weapon (musket), uncommon

Gift of Flame. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.

☐ (UC) Grey Bag of Tricks uncommon CCC-GHC-BK1-09_Scavengers CCC-GHC-BK1-09_Scavengers Show
Notes:

Bag of Tricks (Gray)
Wondrous item, uncommon (requires attunement), Table F
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)

d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.

☐ (UC) Googles of the Night common DDHC-TYP - White Plume Mountain Show
☐ (UC) Circlet of Blasting uncommon CCC-GHC-BK1-06_Legacy_and_Virtue CCC-GHC-BK1-06_Legacy_and_Virtue Show
Notes:

Wondrous item, uncommon, Table F

This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

🗹 (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 Heward’s 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 can’t be reopened.

🗹 (UC/AT) Winged Boots uncommon DDHC-KftGV-03 Reach for the Stars Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

☐ (UC/AT) Stone of Good Luck common DDHC-TYP - White Plume Mountain Show
☐ (UC/AT) Ilmater’s Bleeding Heart (Periapt of Wound Closure) uncommon CCC-GHC-BK1-08 the Hunt for Cutter Jack CCC-GHC-BK1-08 the Hunt for Cutter Jack Show
Notes:

Wondrous Item, uncommon (requires attunement)

This pendant holds a silver sphere worked in the likeness of a heart pierced by nails. Whenever its magic is activated, the wearer feels a deep, throbbing ache in their chest.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
This item is found in the Dungeon Master’s Guide.

☐ The Mind Fortress (ring of mind shielding) uncommon CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light Show
Notes:

Wondrous item, uncommon, table C

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.

Flavour:

The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.

The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.

However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.

☐ (R) Stout (+2 Longsword) rare CCC-GHC-BK1-05_For_the_Glory_of_Bloutar CCC-GHC-BK1-05_For_the_Glory_of_Bloutar Show
Notes:

Weapon (longsword), rare

This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty. This item can be found in the Dungeon Master’s Guide.

Ring of Telekinesis very_rare DDHC-KftGV-13 - Fire and Darkness 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.

☐ (R) Chain Mail +1 common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Tentacle Rod rare CCC-GHC-BK1-03 - The Darkest Knight CCC-GHC-BK1-03 - The Darkest Knight Show
Notes:

Rod, rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you.

Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw.

On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
This item can be found on page 208 of the Dungeon Master's Guide.

☐ (R/AT) Ring of Spell Storing common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Protection common DDHC-TYP - White Plume Mountain Show
☐ (R/AT) Ring of Fire Resistance rare CCC-GHC-BK1-04 I Am the Fire CCC-GHC-BK1-04 I Am the Fire Show
Notes:

Ring, rare (requires attunement), Table G

This ring holds a red crystal set in a silver band carved to look like a ring of flames. It was formed from the Heart of the Tower after your adventures in the village of Rymdyl.

The life and magic of mage and a fire elemental have formed this item.

You have fire resistance while wearing this ring. In addition, it has the Temperate minor property, which means you suffer no harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit while it is equipped.