Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
đš (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.
đš (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
â (R) Chain Mail +1
common
DDHC-TYP - White Plume Mountain
Show
â (R/AT) Ring of Protection
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
â (UC/AT) Stone of Good Luck
common
DDHC-TYP - White Plume Mountain
Show
đš (C) Moon-Touched Longsword
common
BMG-DRW-OD-01 Something in the Way
Trade Log
Show
Notes:
Weapon (longsword), Common
The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
â 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 canât 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 Rhysâs 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 Rhysâs psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressâs 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 itemâs use.This item can be found in the Dungeon Masterâs Guide.
â (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 Masterâs Guide.
â (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 beastâs 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.
â (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 spellâs attacks, you do so with an attack bonus of +5. The circlet canât be used this way again until the next dawn.
â (UC/AT) Ilmaterâs 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 Masterâs Guide.
đš (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.
đš (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.
Instrument of the Bards (Cli Lyre)
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
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 canât 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
Mace of Terror
rare
DDHC-KftGV-13 - Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
đš (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. |
||||||
đš (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 | |||
â (R) Chain Mail +1 | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R/AT) Ring of Protection | 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 | |||
â (UC/AT) Stone of Good Luck | common | DDHC-TYP - White Plume Mountain | Show | |||
đš (C) Moon-Touched Longsword | common | BMG-DRW-OD-01 Something in the Way | Trade Log | Show | ||
Notes:
Weapon (longsword), Common The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. |
||||||
â 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 canât 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 Rhysâs 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 Rhysâs psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortressâs 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 itemâs use.This item can be found in the Dungeon Masterâs Guide. |
||||||
â (UC) Grey Bag of Tricks | uncommon | CCC-GHC-BK1-09_Scavengers | CCC-GHC-BK1-09_Scavengers | Show | ||
Notes:
Bag of Tricks (Gray) d8 Creature The creature is friendly to you and your companions, |
||||||
â (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 beastâs 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. |
||||||
â (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. |
||||||
â (UC/AT) Ilmaterâs 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. |
||||||
đš (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. |
||||||
đš (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. |
||||||
Instrument of the Bards (Cli Lyre) | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
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 canât 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 |
||||||
Mace of Terror | rare | DDHC-KftGV-13 - Fire and Darkness | Show | |||
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |