Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Bracers of Defense
rare
DDAL-DRWEP02: Wings of Death
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
These bracers take the form of red satin evening gloves.
☐ (VR/AT) Ring of Regeneration
very_rare
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.
nine lives stealer scimitar
very_rare
CCC-QCC2018-01 Of Gods and Monsters
Show
(VR/AT) White Dragon Tooth Amulet (Wakened Scaled Ornament (White))
very_rare
BMG-DRWEP-KS-01 The Siege of Mulsantir
Show
Notes:
Wondrous item, very rare (requires attunement)
This ornament comes from the White Dragon Lodge, one of the oldest and largest berserker lodges in Rashemen. This white dragon's tooth has been fitted onto a necklace and remains razor sharp.
This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes.
You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.
In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn.
This item cannot gain or lose power or change states unless a story award allows it to and describes how it happens.
(R/AT) Starlight Moonbow (Glimmering Moonbow Shortbow)
rare
BMG-DRWEP-KS-01 The Siege of Mulsantir
Show
Notes:
Weapon (Shortbow), Rare (Requires Attunement)
The grip of the bow is engraved with three silver stars, representing the major deities worshipped in Rashemen known as "the Three" - Bhalla (Chauntea), Mielikki (Khelliara), and the Hidden One (Mystra). When an arrow is loosed from this bow, it appears as a shooting star.
This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target.
While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn.
(C) Rashemi Hot Stone (Thermal Cube)
common
BMG-DRWEP-KS-01 The Siege of Mulsantir
Show
Notes:
Wondrous item, common
Rashemen is a land of bitterly cold winters and short, cool summers. Outsiders who are welcome to stay in Rashemen are gifted hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat.
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).
☐ (UC) Googles of the Night
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
🏲 Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
☐ (R/AT) Armor of Vulnerability (Slashing)
rare
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
rare
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
Show
☐ (UC/AT) Valins Diadem (Hat of Disguise)
common
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
☐ (R/AT) Ring of Spell Storing (Bless, Revivify)
rare
DDHC-CM The Canopic Being
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ (VR/AT) Staff of Fate
common
DDHC-CM The Canopic Being
Show
Notes:
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
a six-foot-long staff made of transparent crystal
☐ (R/AT) Ioun Stone of Awareness
rare
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
☐ (UC) Eyes of Minute Seeing
uncommon
DDHC-CM The Canopic Being
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.
☐ (VR/AT) Watchful Helm
very_rare
DDHC-CM The Canopic Being
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.
a shiny steel helm embossed with lidless eyes
☐ (L/AT) Crystal Ball of True Seeing
legendary
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bracers of Defense | rare | DDAL-DRWEP02: Wings of Death | Show | |||
|
Notes:
Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield. These bracers take the form of red satin evening gloves. |
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| ☐ (VR/AT) Ring of Regeneration | very_rare | 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. |
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| nine lives stealer scimitar | very_rare | CCC-QCC2018-01 Of Gods and Monsters | Show | |||
| (VR/AT) White Dragon Tooth Amulet (Wakened Scaled Ornament (White)) | very_rare | BMG-DRWEP-KS-01 The Siege of Mulsantir | Show | |||
|
Notes:
Wondrous item, very rare (requires attunement) This ornament comes from the White Dragon Lodge, one of the oldest and largest berserker lodges in Rashemen. This white dragon's tooth has been fitted onto a necklace and remains razor sharp. This ornament can be jewelry, a cloak, or another wearable accessory. It appears to be fashioned from a dragon's scale, tooth, or claw, or it incorporates images in those shapes. You gain a +1 bonus to AC, and you can't be charmed or frightened. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can't be used again until the next dawn. This item cannot gain or lose power or change states unless a story award allows it to and describes how it happens. |
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| (R/AT) Starlight Moonbow (Glimmering Moonbow Shortbow) | rare | BMG-DRWEP-KS-01 The Siege of Mulsantir | Show | |||
|
Notes:
Weapon (Shortbow), Rare (Requires Attunement) The grip of the bow is engraved with three silver stars, representing the major deities worshipped in Rashemen known as "the Three" - Bhalla (Chauntea), Mielikki (Khelliara), and the Hidden One (Mystra). When an arrow is loosed from this bow, it appears as a shooting star. This silver-and-black bow is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack roll using this magic bow, the target takes an extra 1d6 radiant damage. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the bow vanishes the instant after it hits or misses a target. While wielding this magic bow, you can use a bonus action to enter a semi-incorporeal state until the start of your next turn. While semi-incorporeal, you have resistance to bludgeoning, piercing, and slashing damage. Once this bonus action is used, it can't be used again until the next dawn. |
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| (C) Rashemi Hot Stone (Thermal Cube) | common | BMG-DRWEP-KS-01 The Siege of Mulsantir | Show | |||
|
Notes:
Wondrous item, common Rashemen is a land of bitterly cold winters and short, cool summers. Outsiders who are welcome to stay in Rashemen are gifted hot stones. These smooth stones come from hot springs and are enchanted by the vremyonni to retain heat. 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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| ☐ (UC) Googles of the Night | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
| 🏲 Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (R/AT) Armor of Vulnerability (Slashing) | rare | 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 | rare | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (UC/AT) Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (UC/AT) Valins Diadem (Hat of Disguise) | common | DDHC-CM The Canopic Being | Show | |||
|
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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| ☐ (R/AT) Ring of Spell Storing (Bless, Revivify) | rare | DDHC-CM The Canopic Being | Show | |||
|
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ (VR/AT) Staff of Fate | common | DDHC-CM The Canopic Being | Show | |||
|
Notes:
Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. a six-foot-long staff made of transparent crystal |
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| ☐ (R/AT) Ioun Stone of Awareness | rare | DDHC-CM The Canopic Being | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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| ☐ (UC) Eyes of Minute Seeing | uncommon | DDHC-CM The Canopic Being | 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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| ☐ (VR/AT) Watchful Helm | very_rare | DDHC-CM The Canopic Being | 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. a shiny steel helm embossed with lidless eyes |
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| ☐ (L/AT) Crystal Ball of True Seeing | legendary | DDHC-CM The Canopic Being | Show | |||
|
Notes:
Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. |
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