Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
🏲 Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
🗹 (R/AT) Necklace of Prayer Beads (3, 8, 11, 13, 16, 20)
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk
☐ (R) Chime of Opening
rare
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
☐ (R) Serpent's Fang
rare
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
🗹 Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
Show
Notes:
Cloak of Displacement (Rare, Requires Attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Rod of the Pact Keeper +1
uncommon
Trade Log
Show
Notes:
Uncommon, Rod (Requires attunement by a warlock.)
This rod was taken from the fallen minion of Sir Avallar.
While holding this rod, you gain a bonus to spell attack-rolls (+1) and to the saving throw DCs (+1) of your warlock spells.
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.
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Boots of Striding and Springing
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Spell Storing
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC) Lantern of Revealing
uncommon
DDHC-CM Book of Cylinders
DDHC-CM Book of Cylinders
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
🗹 (UC) Greataxe +1
uncommon
AL Player's Guide
creation
Show
Notes:
Weapon (greataxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
🏲 Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
🗹 (R/AT) Necklace of Prayer Beads (3, 8, 11, 13, 16, 20) | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
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☐ (R) Chime of Opening | rare | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Wondrous item, rare This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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☐ (R) Serpent's Fang | rare | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Weapon (longsword), rare This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits. |
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🗹 Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | Show | |||
Notes:
Cloak of Displacement (Rare, Requires Attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. |
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☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Armor of Vulnerability (Slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Rod of the Pact Keeper +1 | uncommon | Trade Log | Show | |||
Notes:
Uncommon, Rod (Requires attunement by a warlock.) This rod was taken from the fallen minion of Sir Avallar. |
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☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Boots of Striding and Springing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (R/AT) Ring of Spell Storing | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
☐ (UC) Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | DDHC-CM Book of Cylinders | Show | ||
Notes:
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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🗹 (UC) Greataxe +1 | uncommon | AL Player's Guide | creation | Show | ||
Notes:
Weapon (greataxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |