Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Spear +2
rare
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Spear +2
Melee weapon (simple spear), rare
You have a +2 bonus to attack and damage rolls made with this weapon.
Range. A weapon that can be used to make a ranged attack has a range 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 long 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.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Belt of Dwarvenkind
rare
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Belt Of Dwarvenkind
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
- Your Constitution score increases by 2, to a maximum of 20.
- You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one.
If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
- You have advantage on saving throws against poison, and you have resistance against poison damage.
- You have darkvision out to a range of 60 feet.
- You can speak, read, and write Dwarvish.
Goggles of Night
uncommon
DDAL10-01 The Frozen North
DDAL10-01 The Frozen North
Show
Notes:
Goggles of Night
Wondrous item, uncommon
These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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.
Robe of Useful Items
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Robe of Useful Items
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
1x Silver coffer (1 foot long, 6 inches wide and deep)
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
1x 10 gems worth 100 gp each
1x Wooden ladder (24 feet long)
1x A riding horse with saddle bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
1x 4 potions of healing
1x Rowboat (12 feet long)
1x Spell scroll containing one spell of 1st to 3rd level
1x 2 mastiffs
1x Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
1x Portable ram
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Warhammer +1
Melee weapon (martial, warhammer), uncommon
Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”
You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Javelin of Lightning
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Bag of Holding
uncommon
DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros
Trade Log
Show
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.
Arrk's Greatsword (Greatsword +1)
uncommon
CCC-GLIP-0101 Glip Dak
Trade Log
Show
Notes:
Arrk's Greatsword (Greatsword +1)
Weapon (greatsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.
Slippers of Spider Climbing
uncommon
CCC-SRCC-01-01 Trouble in the Old City
CCC-SRCC-01-01 Trouble in the Old City
Show
Notes:
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
These slippers are made of black silk embroidered with spider webs. Though they were taken off a drow the yuan-ti waylaid, they are not drow crafted.
Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain Part 2
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Eyes of Minute Seeing
uncommon
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Show
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.
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
uncommon
CCC-GSP-01 A Dragon’s Breath
Trade Log
Show
Notes:
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern)
Wondrous Item, uncommon (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spell casting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Spells: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud
In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern.
Gloves Of Thievery
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Gloves Of Thievery
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Battleaxe +1
uncommon
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl
Show
Notes:
Battleaxe +1
Melee weapon (martial, battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bag of Holding
uncommon
lvl 5 Magic Item Chose
CCC-SRCC 01-03 The Altar of the Smoldering Eye
Show
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.
Ring of Mind Shielding
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
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.
Tankard of Sobreity
common
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Tankard of Sobreity
Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Dirty Doll (Talking Doll)
common
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Dirty Doll (Talking Doll)
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Cloak of Many Fashions
Wondrous item, Common
While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their Magical Properties.
Flurried Furs (Smoldering Armor)
common
DDAL00-04 Winter's Flame
Trade Log
Show
Notes:
Flurried Furs (Smoldering Armor)
Armor (Half Plate), common
As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
The wearer has disadvantage on Dexterity (Stealth) checks.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Spear +2 | rare | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Spear +2 You have a +2 bonus to attack and damage rolls made with this weapon. Range. A weapon that can be used to make a ranged attack has a range 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 long 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. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
||||||
Belt of Dwarvenkind | rare | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Belt Of Dwarvenkind While wearing this belt, you gain the following benefits:
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt:
|
||||||
Goggles of Night | uncommon | DDAL10-01 The Frozen North | DDAL10-01 The Frozen North | Show | ||
Notes:
Goggles of Night These goggles consist of thin sheets of translucent black crystal set into brass and leather framers. 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. |
||||||
Robe of Useful Items | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Robe of Useful Items This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. Dagger In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. 1x Silver coffer (1 foot long, 6 inches wide and deep) |
||||||
Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Warhammer +1 Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!” You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
||||||
Javelin of Lightning | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Javelin of Lightning This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. |
||||||
Bag of Holding | uncommon | DDHC-SKT Storm King’s Thunder - Chapter 1: A Great Upheaval - Tower of Zephyros | Trade Log | Show | ||
Notes:
Bag of Holding 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. |
||||||
Arrk's Greatsword (Greatsword +1) | uncommon | CCC-GLIP-0101 Glip Dak | Trade Log | Show | ||
Notes:
Arrk's Greatsword (Greatsword +1) |
||||||
Slippers of Spider Climbing | uncommon | CCC-SRCC-01-01 Trouble in the Old City | CCC-SRCC-01-01 Trouble in the Old City | Show | ||
Notes:
Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. These slippers are made of black silk embroidered with spider webs. Though they were taken off a drow the yuan-ti waylaid, they are not drow crafted. |
||||||
Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain Part 2 | Show | ||
Notes:
Stone of Good Luck |
||||||
Eyes of Minute Seeing | uncommon | Descent into the Lost Caverns of Tsojcanth | Descent into 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. |
||||||
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern) | uncommon | CCC-GSP-01 A Dragon’s Breath | Trade Log | Show | ||
Notes:
Dragon's Lullaby (Instrument of the Bards - Mac-Fuirmidh Cittern) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spell casting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Spells: fly, invisibility, levitate, protection from evil and good, barkskin, cure wounds, fog cloud In addition, the cittern is pure white in color which makes it look like its components are made from pearls. A cloud like design of Shou origin is engraved on the instrument’s body, filled in light blue color, and outlined in black. When the instrument is used to cast a spell, tiny pink flower petals swirl around the caster’s body as it gets blown away by a harmless gust of wind. The petals’ movement matches the tempo of the music being played from the cittern. |
||||||
Gloves Of Thievery | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Gloves Of Thievery These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. |
||||||
Battleaxe +1 | uncommon | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | DDHC-TYP-6 - Against the Giants - Glacial Rift of the Frost Giant Jarl | Show | ||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
||||||
Bag of Holding | uncommon | lvl 5 Magic Item Chose | CCC-SRCC 01-03 The Altar of the Smoldering Eye | Show | ||
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. |
||||||
Ring of Mind Shielding | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | 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. |
||||||
Tankard of Sobreity | common | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Tankard of Sobreity This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
||||||
Dirty Doll (Talking Doll) | common | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
Notes:
Dirty Doll (Talking Doll) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. |
||||||
Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Cloak of Many Fashions While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their Magical Properties. |
||||||
Flurried Furs (Smoldering Armor) | common | DDAL00-04 Winter's Flame | Trade Log | Show | ||
Notes:
Flurried Furs (Smoldering Armor) As if from frigid clouds overhead, a light dusting of illusory snow perpetually sprinkles down over the wearer. Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps. The wearer has disadvantage on Dexterity (Stealth) checks. |