Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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).
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.
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.
Candle of the Deep
common
FR-DC-RAY-07 Green Lady's Lament
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Candle of the Deep
Wondrous item, common
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Minor Property
Sentinel. This item glows faintly when Undead are within 120 feet of it.
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.
Cloak of Billowing
common
WBW-DC-TCW-AVG-1
WBW-DC-TCW-AVG-1
Show
Notes:
Cloak of Billowing
Wondrous Item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Dragonhide Belt +1
uncommon
Magic Item Chose lvl 5
StartingLog (Akrualisiert: 22.12.2022)
Show
Notes:
Dragonhide Belt +1
Wondrous item, uncommon (+1) (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity.
In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
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.
Eldritch Claw Tattoo
uncommon
SJ-DC-EBAL-SPKY-01
Assignment 3 Season 12 c
Show
Notes:
Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes.
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul.
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad
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
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.
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.
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.
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.
Longbow of Conflagration
rare
FR-DC-RAY-07 Green Lady's Lament
FR-DC-RAY-07 Green Lady's Lament
Show
Notes:
Longbow of Conflagration
Martial weapon, ranged weapon, rare (requires attunement)
Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames.
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Minor Property: Harmonious. Attuning to this item takes only 1 minute.
"I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one."
When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you.
Mystery Key
common
FR-DC-TiS Trapped in Sanity
FR-DC-TiS Trapped in Sanity
Show
Notes:
Mystery Key
Wondrous Item, Common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears.
Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
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
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.
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
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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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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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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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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Candle of the Deep | common | FR-DC-RAY-07 Green Lady's Lament | FR-DC-RAY-07 Green Lady's Lament | Show | ||
Notes:
Candle of the Deep The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle. Minor Property |
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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. |
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Cloak of Billowing | common | WBW-DC-TCW-AVG-1 | WBW-DC-TCW-AVG-1 | Show | ||
Notes:
Cloak of Billowing |
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Dragonhide Belt +1 | uncommon | Magic Item Chose lvl 5 | StartingLog (Akrualisiert: 22.12.2022) | Show | ||
Notes:
Dragonhide Belt +1 Wondrous item, uncommon (+1) (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. The bonus is determined by the belt's rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. |
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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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Eldritch Claw Tattoo | uncommon | SJ-DC-EBAL-SPKY-01 | Assignment 3 Season 12 c | Show | ||
Notes:
Eldritch Claw Tattoo Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. The eldritch power surging through the tattoo has a limited sentience, giving this particular tattoo the Minor Property – Guardian: The item whispers warnings to itsbearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. The constant whispering, though unheard by anyone but the bearer, can become extremely annoying, leading some previous bearers to abandon it, or worse, go mad |
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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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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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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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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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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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Longbow of Conflagration | rare | FR-DC-RAY-07 Green Lady's Lament | FR-DC-RAY-07 Green Lady's Lament | Show | ||
Notes:
Longbow of Conflagration Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. Minor Property: Harmonious. Attuning to this item takes only 1 minute. "I will banish the darkness that hangs heavy in your shadows. I will bring clarity and warmth to the disillusioned and cold. Follow my light, and we will walk in the light as one." When you put an arrow on the string of this bow and you feel lost and desperate, it whispers words of encouragement to you. |
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Mystery Key | common | FR-DC-TiS Trapped in Sanity | FR-DC-TiS Trapped in Sanity | Show | ||
Notes:
Mystery Key A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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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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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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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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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. |