Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Emerald Kidgloves (Gloves of Thievery)
uncommon
CCC-BMG-10 HILL 01-01 Arrival
CCC-BMG-10 HILL 01-01 Arrival
Show
Notes:
Emerald Kidgloves (Gloves of Thievery)
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Ring of Telekinesis
very_rare
DDHC-CM Kandlekeep Dekonstruktion
DDHC-CM Kandlekeep Dekonstruktion
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-CM Lore of Lurue
DDHC-CM 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.
Rapier of Warning
uncommon
DDHC-JRC-06 Sins of Our Elders
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Rapier of Warning
Weapon, uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Remembering the ancestors. Dae Won-Ha calls upon the spirit of one of your ancestors to inhabit this weapon and watch over you.
Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor)
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor)
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk
Sending Stones
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Sending Stones
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Ring of Animal Influence
rare
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
- Animal friendship (save DC 13)
- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
- Speak with animals
Lantern of Revealing
uncommon
DDHC-KftGV-06 Masterpiece Imbroglio
DDHC-KftGV-06 Masterpiece Imbroglio
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, 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. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Dragon Scale Mail (Gold)
very_rare
DDHC-KftGV Heart of Ashes
DDHC-KftGV Heart of Ashes
Show
Notes:
Dragon Scale Mail (Gold)
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Flame Tongue Longsword
rare
DDHC-KftGV Heart of Ashes
DDHC-KftGV Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Battleaxe +1
uncommon
DDHC-KftGV Heart of Ashes
DDHC-KftGV Heart of Ashes
Show
Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Freedom (Longbow +2)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Freedom (Longbow +2)
Weapon (longbow), rare
You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon.
Neves Bogen wurde mit Young Remorhazmaterial aufgearbeite. Dieser wirkt jetz wenn man in auf den ersten Blick ansieht aus als würde er sich bewegen aber bei genauerem hinschaun dann doch nicht.
Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Stone of Good Luck
adventuring gear (wondrous item), Uncommon
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Ring of Protection
rare
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.
Armor of Vulnerability(slashing)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Armor of Vulnerability(slashing)
Armor (plate), rare (requires attunement)
While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.
Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance).
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 Spells:
2x Mirror Image
Wave (T4 Lockt)
legendary
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Goggles Of Night
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Goggles Of Night
adventuring gear (wondrous item, eyes),Uncommon
While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet.
Boots of Striding and Springinge
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Boots of Striding and Springinge
Wondrous item, uncommon (requires attunement)
While you wear thes boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining Movement would allow.
Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Show
Notes:
Chain Mail +1
Armor (heavy), rare
You have a +1 bonus to AC while wearing this armor.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Emerald Kidgloves (Gloves of Thievery) | uncommon | CCC-BMG-10 HILL 01-01 Arrival | CCC-BMG-10 HILL 01-01 Arrival | Show | ||
Notes:
Emerald Kidgloves (Gloves of Thievery) Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +2 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Ring of Telekinesis | very_rare | DDHC-CM Kandlekeep Dekonstruktion | DDHC-CM Kandlekeep Dekonstruktion | 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-CM Lore of Lurue | DDHC-CM 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. Spheres Lightning Damage |
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Rapier of Warning | uncommon | DDHC-JRC-06 Sins of Our Elders | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
Rapier of Warning This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Remembering the ancestors. Dae Won-Ha calls upon the spirit of one of your ancestors to inhabit this weapon and watch over you. |
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Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor) | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Necklace of Prayer Beads (1x Blessing, 3x Curing, 2x Favor) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
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Sending Stones | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Sending Stones Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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Ring of Animal Influence | rare | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Ring of Animal Influence This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
|
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Lantern of Revealing | uncommon | DDHC-KftGV-06 Masterpiece Imbroglio | DDHC-KftGV-06 Masterpiece Imbroglio | Show | ||
Notes:
Lantern of Revealing While lit, 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. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Dragon Scale Mail (Gold) | very_rare | DDHC-KftGV Heart of Ashes | DDHC-KftGV Heart of Ashes | Show | ||
Notes:
Dragon Scale Mail (Gold) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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Flame Tongue Longsword | rare | DDHC-KftGV Heart of Ashes | DDHC-KftGV Heart of Ashes | Show | ||
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Battleaxe +1 | uncommon | DDHC-KftGV Heart of Ashes | DDHC-KftGV Heart of Ashes | Show | ||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Freedom (Longbow +2) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Freedom (Longbow +2) You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. Neves Bogen wurde mit Young Remorhazmaterial aufgearbeite. Dieser wirkt jetz wenn man in auf den ersten Blick ansieht aus als würde er sich bewegen aber bei genauerem hinschaun dann doch nicht. |
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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 While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
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Ring of Protection | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Ring of Protection You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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Armor of Vulnerability(slashing) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Armor of Vulnerability(slashing) While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance). |
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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 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 Spells: |
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Wave (T4 Lockt) | legendary | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Wave Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |
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Goggles Of Night | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Goggles Of Night While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. |
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Boots of Striding and Springinge | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Boots of Striding and Springinge While you wear thes boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining Movement would allow. |
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Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
Chain Mail +1 You have a +1 bonus to AC while wearing this armor. |