Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Ring of Protection
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Shooting Stars
very_rare
DDHC-CM Lore of Lurue
DDHC-CM-09 Lore of Lurue
Show
Notes:
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring of Spell Storing
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.
Stored: 2x Mirror Image
Ring of Swimming
uncommon
DDHC-CM A Deep and Creeping Darkness
DDHC-CM A Deep and Creeping Darkness
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Ring of Telekinesis
very_rare
DDHC-CM-10 Kandlekeep Dekonstruction
DDHC-CM-10 Kandlekeep Dekonstruction
Show
Notes:
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Robe of Scintillating Colors
very_rare
DDHC-CM-08 Sarah of Yellowcrest Manor
DDHC-CM-08 Sarah of Yellowcrest Manor
Show
Notes:
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Rod of the Pact Keeper, +1
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Rod of the Pact Keeper, +1
Rod, uncommon (+1), (requires attunement by a warlock)
A thin stone cylinder.
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
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.
Stone of Good Luck
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Stone of Ill Luck
uncommon
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Stone of Ill Luck
Wondrous item, uncommon (requires attunement)
This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person.
Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
Wand of Lightning Bolts
rare
DDHC-TYP-3 - The hidden shrine of Tamoachan
DDHC-TYP-3 - The hidden shrine of Tamoachan
Show
Notes:
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of the War Mage +2
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Ring of Protection | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Ring of Protection |
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Ring of Shooting Stars | very_rare | DDHC-CM Lore of Lurue | DDHC-CM-09 Lore of Lurue | Show | ||
Notes:
Ring of Shooting Stars While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Ring of Spell Storing |
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Ring of Swimming | uncommon | DDHC-CM A Deep and Creeping Darkness | DDHC-CM A Deep and Creeping Darkness | Show | ||
Notes:
Ring of Swimming You have a swimming speed of 40 feet while wearing this ring. |
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Ring of Telekinesis | very_rare | DDHC-CM-10 Kandlekeep Dekonstruction | DDHC-CM-10 Kandlekeep Dekonstruction | Show | ||
Notes:
Ring of Telekinesis While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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Robe of Scintillating Colors | very_rare | DDHC-CM-08 Sarah of Yellowcrest Manor | DDHC-CM-08 Sarah of Yellowcrest Manor | Show | ||
Notes:
Robe of Scintillating Colors This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends. |
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Rod of the Pact Keeper, +1 | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Rod of the Pact Keeper, +1 A thin stone cylinder. While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. |
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Stone of Good Luck | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Stone of Good Luck |
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Stone of Ill Luck | uncommon | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Stone of Ill Luck This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person. Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. |
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Wand of Lightning Bolts | rare | DDHC-TYP-3 - The hidden shrine of Tamoachan | DDHC-TYP-3 - The hidden shrine of Tamoachan | Show | ||
Notes:
Wand of Lightning Bolts This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Wand of the War Mage +2 | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
Notes:
Wand of the War Mage +2 Wand, rare (requires attunement by a spellcaster) While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |