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
đš (C) Thermal Cube
common
DDHC-RotF
Show
Notes:
Wondrous item, common
This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius).
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.
đš (UC) Rae'shalare, Warrior's Lament (Longbow +1)
uncommon
DDHC-RotF 01 Ten Towns
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.
â (UC/AT) Wand of the War Mage +1
uncommon
DDHC-RotF 01 Ten Towns
Show
â (UC/AT) Pearl of Power
uncommon
DDHC-RotF 01 Ten Towns
Show
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
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) 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) 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.
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.
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.
Trophy of Good Luck
uncommon
DDHC-RotF
Show
Notes:
The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck.
Driftglobe
uncommon
DDHC-RotF
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect canât be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
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.
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/AT) Amulet of Health
rare
DDHC-RotF 02 Icewind Dale
Show
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.
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 |
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đš (C) Thermal Cube | common | DDHC-RotF | Show | |||
Notes:
Wondrous item, common This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). |
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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. |
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đš (UC) Rae'shalare, Warrior's Lament (Longbow +1) | uncommon | DDHC-RotF 01 Ten Towns | 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:
|
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â (UC/AT) Wand of the War Mage +1 | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
â (UC/AT) Pearl of Power | uncommon | DDHC-RotF 01 Ten Towns | Show | |||
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 |
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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. |
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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 |
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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. |
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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. |
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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. |
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Trophy of Good Luck | uncommon | DDHC-RotF | Show | |||
Notes:
The trophy cup is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. |
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Driftglobe | uncommon | DDHC-RotF | Show | |||
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect canât be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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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. |
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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. |
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â (R/AT) Amulet of Health | rare | DDHC-RotF 02 Icewind Dale | Show | |||
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 |
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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. |