Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
đš (C) Lantern of Tracking (Elementals)
common
DDHC-RotF 01 Ten Towns
Show
Notes:
Wondrous item, common
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.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type canât be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesnât pinpoint the creatureâs exact location, however.
Creature Type: Elementals
â (R/AT) Amulet of Health
rare
DDHC-RotF 02 Icewind Dale
Show
â (R/AT) Chardalyn Ring of the Ram
rare
DDHC-RotF
Show
Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ramâs head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ringâs charges as an action to try to break an object you can see within 60 feet of you that isnât being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creatureâs mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
â (R/AT) Chardalyn Staff of Charming
rare
DDHC-RotF
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You canât use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staffâs intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Damage: 1d6
Damage Type: Bludgeoning
Properties: Versatile
Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creatureâs mind, causing madness that usually fades away once the contact is broken.
Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic.
Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves.
đš (R/AT) Mantle of Spell Resistance
rare
DDHC-RotF
Show
Notes:
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
â (R) Cauldron of Plenty
rare
DDHC-RotF 01 Ten Towns
Show
Notes:
Wondrous item, rare
This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
â (R) Hook of Fisher's Delight
rare
DDHC-RotF 02 Icewind Dale
Show
Notes:
Wondrous item, rare
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisherâs Delight table. Once the hook conjures a fish, it canât do so again until the next dawn.
Hook of Fisherâs Delight
d20
Fish Color
Magical Property
1â10 Green with copper bands This tasty fish provides a dayâs worth of nourishment to one creature that eats it. The fish loses this property and rots if itâs not eaten within 24 hours of being caught.
11â14 Yellow with black stripes Once removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears.
15â18 Blue with white bands When released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet.
19â20 Gold with silver stripes This tasty fish provides a dayâs worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if itâs not eaten within 24 hours of being caught.
â (R) Horn of Blasting
rare
DDHC-RotF 02 Icewind Dale
Show
Notes:
Wondrous item, rare
You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
â (R) Professor Skant Orb
rare
DDHC-RotF
Show
Notes:
Wondrous item, rare
Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril
Vampirism and the traits of vampires
Rituals surrounding the making, bottling, and drinking of Elverquisst (a rare, ruby-colored elven liquor distilled from sunshine and rare summer fruits)
The tarrasque
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the âSentient Magic Itemsâ section in the Dungeon Masterâs Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and canât initiate a conflict with the creature in possession of it.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
â (R) Trident +2
rare
DDHC-RotF
Show
â (UC/AT) Boots of the Winterlands
uncommon
DDHC-RotF 01 Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
- You have resistance to cold damage.
- You ignore difficult terrain created by ice or snow.
- You can tolerate temperatures as low as â50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as â100 degrees Fahrenheit.
đš (UC/AT) Helm of Telepathy
uncommon
DDHC-RotF 02 Icewind Dale
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can replyâusing a bonus action to do soâwhile your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property canât be used again until the next dawn.
â (UC/AT) Pearl of Power
uncommon
DDHC-RotF 01 Ten Towns
Show
â (UC/AT) Psi Crystal
uncommon
DDHC-RotF 01 Ten Towns
Show
Notes:
Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the lightâs intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy
Light Intensity
3â7 15 feet Dim light out to a range of 5 feet
8â11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet
12â15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet
đš (UC/AT) Ring of Warmth
uncommon
DDHC-RotF 01 Ten Towns
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as â50 degrees Fahrenheit.
â (UC/AT) Wand of the War Mage +1
uncommon
DDHC-RotF 01 Ten Towns
Show
â (UC) Bag of Holding
uncommon
DDHC-RotF
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.
â (UC) Eyes of Minute Seeing
uncommon
DDHC-RotF 02 Icewind Dale
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
đš (UC) Figurine of Wondrous Power: Silver Raven
uncommon
DDHC-RotF 02 Icewind Dale
Show
Notes:
Wondrous item, uncommon
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it canât be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
đš (UC) Grey Bag of Tricks
uncommon
DDHC-RotF 01 Ten-Towns
Show
Notes:
Adventuring Gear (Wondrous Item)
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. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
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.
Gray Bag of Tricks
d8 Creature
1
Weasel
2
Giant rat
3
Badger
4
Boar
5
Panther
6
Giant badger
7
Dire wolf
8
Giant Elk
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
đš (C) Lantern of Tracking (Elementals) | common | DDHC-RotF 01 Ten Towns | Show | |||
Notes:
Wondrous item, common 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. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type canât be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesnât pinpoint the creatureâs exact location, however. Creature Type: Elementals |
||||||
â (R/AT) Amulet of Health | rare | DDHC-RotF 02 Icewind Dale | Show | |||
â (R/AT) Chardalyn Ring of the Ram | rare | DDHC-RotF | Show | |||
Notes:
Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ramâs head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ringâs charges as an action to try to break an object you can see within 60 feet of you that isnât being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creatureâs mind, causing madness that usually fades away once the contact is broken. Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic. Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves. |
||||||
â (R/AT) Chardalyn Staff of Charming | rare | DDHC-RotF | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You canât use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staffâs intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. Damage: 1d6 Chardalyn: More than a hundred years prior to this adventure, a wizard named Akar Kessel found an artifact suffused with demonic magic called Crenshinibon (better known as the Crystal Shard) and used it to erect a great black tower in Icewind Dale. When this tower was destroyed, the magic used to create it fused with the surrounding ice to form what is now known as chardalyn: a nonmagical, crystalline substance as strong as metal, though considerably easier to work with than steel. In the years since, more deposits of chardalyn have been found across Icewind Dale. Like the Crystal Shard, these deposits tend to be suffused with demonic magic. Prolonged contact with chardalyn that has become suffused with demonic magic can warp a creatureâs mind, causing madness that usually fades away once the contact is broken. Chardalyn is cold to the touch and readily accepts magical enchantment, making it an ideal substance for wands, staffs, and other magic items. A chardalyn object suffused with the magic of the Upper Planes is considered a consecrated object, while a chardalyn object suffused with the magic of the Lower Planes is considered a desecrated object; both can be identified as such using a detect evil and good spell or similar magic. Long before Akar Kessel left his mark on Icewind Dale, Netherese wizards created their own chardalyn. Many items made from this dark-colored crystal can be found in the ruins of ancient Netherese enclaves. |
||||||
đš (R/AT) Mantle of Spell Resistance | rare | DDHC-RotF | Show | |||
Notes:
Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. |
||||||
â (R) Cauldron of Plenty | rare | DDHC-RotF 01 Ten Towns | Show | |||
Notes:
Wondrous item, rare This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. The cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses. |
||||||
â (R) Hook of Fisher's Delight | rare | DDHC-RotF 02 Icewind Dale | Show | |||
Notes:
Wondrous item, rare This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisherâs Delight table. Once the hook conjures a fish, it canât do so again until the next dawn. Hook of Fisherâs Delight |
||||||
â (R) Horn of Blasting | rare | DDHC-RotF 02 Icewind Dale | Show | |||
Notes:
Wondrous item, rare You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
||||||
â (R) Professor Skant Orb | rare | DDHC-RotF | Show | |||
Notes:
Wondrous item, rare Professor Skant. The professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise: The history of Netheril The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the âSentient Magic Itemsâ section in the Dungeon Masterâs Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and canât initiate a conflict with the creature in possession of it. The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier). In addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence. |
||||||
â (R) Trident +2 | rare | DDHC-RotF | Show | |||
â (UC/AT) Boots of the Winterlands | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
|
||||||
đš (UC/AT) Helm of Telepathy | uncommon | DDHC-RotF 02 Icewind Dale | Show | |||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can replyâusing a bonus action to do soâwhile your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property canât be used again until the next dawn. |
||||||
â (UC/AT) Pearl of Power | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
â (UC/AT) Psi Crystal | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
Notes:
Wondrous item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the lightâs intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties |
||||||
đš (UC/AT) Ring of Warmth | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as â50 degrees Fahrenheit. |
||||||
â (UC/AT) Wand of the War Mage +1 | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
â (UC) Bag of Holding | uncommon | DDHC-RotF | 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. |
||||||
â (UC) Eyes of Minute Seeing | uncommon | DDHC-RotF 02 Icewind Dale | Show | |||
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
||||||
đš (UC) Figurine of Wondrous Power: Silver Raven | uncommon | DDHC-RotF 02 Icewind Dale | Show | |||
Notes:
Wondrous item, uncommon A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description. Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it canât be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. |
||||||
đš (UC) Grey Bag of Tricks | uncommon | DDHC-RotF 01 Ten-Towns | Show | |||
Notes:
Adventuring Gear (Wondrous Item) 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. The creature vanishes at the next dawn or when it is reduced to 0 hit points. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Gray Bag of Tricks d8 Creature 7 |