Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Cloak of Elvenkind
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Iggwylv's Horn
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Iggwylv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Silvered Rapier
common
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Silvered Rapier
Weapon (Rapier), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Ring of Mind Shielding
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Bracers of Defense
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Bag of Holding
common
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Bag of Holding
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 Heward’s 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 can’t be reopened.
War Pick +1
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
War Pick +1
Melee weapon (martial, war pick), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
Eyes of Minute Seeing
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Eyes of Minute Seeing
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.
Sword of Vengeance
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Sword of Vengeance
Weapon (longsword), uncommon (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.
In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.
Manual of Bodily Health
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Manual of Bodily Health
Wondrous item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Giant Slayer Shortsword
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Giant Slayer
Weapon (shortsword), rare
Is a slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Damage: 1d6+1
Damage Type: Piercing
Properties: Finesse, Light
Weight: 2
Silvered Rapier
common
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Silvered Rapier
Weapon, common, Martial weapon
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Folding Boat
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Periapt of Proof against Poison
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
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Notes:
Periapt of Proof against Poison
Wondrous Item, Rare (Requires Attunement)
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Ring of Spell Storing
rare
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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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 level 1 through 5 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.
Breastplate of Vulnerability (Slashing)
rare
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Breastplate of Vulnerability (Slashing)
Armor (Breastplate), Rare (Requires Attunement)
While wearing this armor, you have Resistance to Slashing damage.
Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.
Chain Mail +1
rare
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Chain Mail +1
Armor (Chain Mail), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Stone of Good Luck (Luckstone)
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Stone of Good Luck (Luckstone)
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
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Notes:
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Goggles of Night
uncommon
DDHC-TfYP-06 WPM White Plume Mountain
DDHC-TfYP-06 WPM White Plume Mountain
Show
Notes:
Goggles of Night
Wondrous Item, Uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Cloak of Elvenkind | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Cloak of Elvenkind While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. |
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| Iggwylv's Horn | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Iggwylv's Horn |
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| Silvered Rapier | common | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Silvered Rapier An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. |
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| Ring of Mind Shielding | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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| Bracers of Defense | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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| Bag of Holding | common | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
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Notes:
Bag of Holding 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 Heward’s 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 can’t be reopened. |
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| War Pick +1 | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
War Pick +1 You have a +1 bonus to attack and damage rolls made with this weapon. |
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| Eyes of Minute Seeing | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Eyes of Minute Seeing 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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| Sword of Vengeance | uncommon | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Sword of Vengeance You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one. In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties. |
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| Manual of Bodily Health | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Manual of Bodily Health This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| Giant Slayer Shortsword | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Giant Slayer Is a slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Damage: 1d6+1 |
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| Silvered Rapier | common | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Silvered Rapier An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Folding Boat | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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| Periapt of Proof against Poison | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
|
Notes:
Periapt of Proof against Poison This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. |
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| Ring of Spell Storing | rare | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Ring of Spell Storing 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 level 1 through 5 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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| Breastplate of Vulnerability (Slashing) | rare | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Breastplate of Vulnerability (Slashing) While wearing this armor, you have Resistance to Slashing damage. Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage. |
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| Chain Mail +1 | rare | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Chain Mail +1 You have a +1 bonus to Armor Class while wearing this armor. |
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| Stone of Good Luck (Luckstone) | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Stone of Good Luck (Luckstone) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Boots of Striding and Springing | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
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Notes:
Boots of Striding and Springing While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement. |
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| Goggles of Night | uncommon | DDHC-TfYP-06 WPM White Plume Mountain | DDHC-TfYP-06 WPM White Plume Mountain | Show | ||
|
Notes:
Goggles of Night While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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