Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Rope of Entanglement
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Rope of Entanglement
Wondrous Item, Rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Rod of Sanctuary (Rod of Security)
very_rare
FR-DC-Vex-Vermin Exterminators
FR-DC-Vex-Vermin Exterminators
Show
Notes:
Rod of Sanctuary (Rod of Security)
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912
"This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses."
Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Robes of the Archmagi (T4 Lockt)
legendary
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Robes of the Archmagi
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment.
You gain these benefits while wearing the robe:
- If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
- You have advantage on saving throws against spells and other magical effects.
- Your spell save DC and spell attack bonus each increase by 2.
Ring of Telekinesis
very_rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
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.
Ring of Shooting Stars
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
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 Mind Shielding
uncommon
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
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.
Ring of Feather Falling
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
a bat-shaped amulet that has the properties of a ring of feather falling.
Ring of Amity
very_rare
DM Service Awards Season 12 c
Trade Log
Show
Notes:
Ring of Amity
Ring, very rare (requires attunement)
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect.
You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing.
A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action.
Invoking the Rune.
When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit.
Once the rune has been invoked, it can't be invoked again until the next dawn.
Rapier +1
uncommon
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Rapier +1
Weapon (Rapier), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
a glass-handled rapier
Radiance (+1 wand of the war mage)
uncommon
DDHC-CM The Price of Beauty
DDHC-CM The Price of Beauty
Show
Notes:
Radiance (+1 wand of the war mage)
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Quiver of Ehlonna
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Quiver of Ehlonna
Wondrous Item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Pipes of Haunting
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
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
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.
Pearl of Elocution
common
DDHC-WBW-PR Prelude: Lost Things
DDHC-WBW-PR Prelude: Lost Things
Show
Notes:
Pearl of Elocution
Wondrous Item, common
When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak.
Ornithopter of Flying
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Necklace of Adaptation
uncommon
DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard
DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard
Show
Notes:
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Nature's Mantle
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Nature's Mantle
Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Moon Sickle +1
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
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
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.
Mace of Terror
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Rope of Entanglement | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
Notes:
Rope of Entanglement This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target’s space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target’s space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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Rod of Sanctuary (Rod of Security) | very_rare | FR-DC-Vex-Vermin Exterminators | FR-DC-Vex-Vermin Exterminators | Show | ||
Notes:
Rod of Sanctuary (Rod of Security) While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912 "This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses." Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. |
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Robes of the Archmagi (T4 Lockt) | legendary | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
Notes:
Robes of the Archmagi This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:
|
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Ring of Telekinesis | very_rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | 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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Ring of Shooting Stars | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | 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 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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Ring of Feather Falling | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
Notes:
Ring of Feather Falling When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. a bat-shaped amulet that has the properties of a ring of feather falling. |
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Ring of Amity | very_rare | DM Service Awards Season 12 c | Trade Log | Show | ||
Notes:
Ring of Amity This ring is carved from hematite and bears an engraving of the friend rune. When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. A creature can benefit from only one ring of amity's bond at a time. The bond ends if either you or the creature travels to a different plane of existence, if you bond with a different creature at the end of a long rest, or if you sever the bond as a bonus action. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring's rune if you are within 60 feet of the bonded creature. The bonded creature's attack is then turned into a critical hit. Once the rune has been invoked, it can't be invoked again until the next dawn. |
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Rapier +1 | uncommon | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
Notes:
Rapier +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. a glass-handled rapier |
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Radiance (+1 wand of the war mage) | uncommon | DDHC-CM The Price of Beauty | DDHC-CM The Price of Beauty | Show | ||
Notes:
Radiance (+1 wand of the war mage) Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Quiver of Ehlonna | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Quiver of Ehlonna Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Pipes of Haunting | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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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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Pearl of Elocution | common | DDHC-WBW-PR Prelude: Lost Things | DDHC-WBW-PR Prelude: Lost Things | Show | ||
Notes:
Pearl of Elocution When you place this pearl underneath your tongue, you perfectly pronounce the words of any language that you can speak. |
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Ornithopter of Flying | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Ornithopter of Flying You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds. |
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Necklace of Adaptation | uncommon | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | DDHC-EoR Eve of Ruin Chapter 1: Return from Neverdeath Graveyard | Show | ||
Notes:
Necklace of Adaptation While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
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Nature's Mantle | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Nature's Mantle This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Moon Sickle +1 | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Moon Sickle +1 This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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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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Mace of Terror | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
Notes:
Mace of Terror This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |