Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Bag of Holding
common
Radiant Citadel: Wages of Vice
Radiant Citadel: Wages of Vice
Show
Notes:
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.
Tan Bag of Tricks
uncommon
JTRC: Trail of Destruction
JTRC: Trail of Destruction
Show
Notes:
Sand-colored pouch embroidered with colorful, geometrically stylized animals. This is a tan bag of tricks. Any creature created by the bag looks artistically stylized in a manner similar to the embroidery on the bag. This doesn’t affect the creatures’ statistics.
Decanter of Endless Water
uncommon
JTRC: Trail of Destruction
JTRC: Trail of Destruction
Show
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Periapt of Health
uncommon
JTRC: The fiend of Hollow Mine
JTRC: The fiend of Hollow Mine
Show
Notes:
Wondrous item, uncommon
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.
Ring of Jumping
uncommon
JTRC: The fiend of Hollow Mine
JTRC: The fiend of Hollow Mine
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Mind Shielding
uncommon
JTRC: Sins of our Elders
JTRC: Sins of our Elders
Show
Notes:
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.
Adamantine Chain Shirt
uncommon
JTRC: Gold for Fools and Princes
JTRC: Gold for Fools and Princes
Show
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Ring of Warmth
uncommon
JTRC: Gold for Fools and Princes
JTRC: Gold for Fools and Princes
Show
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.
Stone of Controlling Earth Elementals
rare
JTRC: Gold for Fools and Princes
JTRC: Gold for Fools and Princes
Show
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds
Ring of Protection
common
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Chain Mail +1
common
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Goggles of Night
uncommon
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
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.
Stone of Good Luck
uncommon
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Boots of Striding and Springing
uncommon
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these 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.
Armor of Vulnerability (slashing)
rare
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to slashing damage.
Curse. This armor is cursed, a fact that is revealed only when 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 bludgeoning and piercing damage.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Ring of Spell Storing
common
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
2* Mirror image
Staff of the Woodlands
rare
DDHX-TYP White Plume Mountain
DDHX-TYP White Plume Mountain
Show
Notes:
Staff, rare (requires attunement by a Druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells
You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC:
animal friendship (1 charge)
awaken (5 charges)
barkskin (2 charges)
locate animals or plants (2 charges)
speak with animals (1 charge)
speak with plants (3 charges)
wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Bone Half Plate +1
rare
CCC-TRI-06 NIGHT 1-2 Haggard Heroes
Trade Log
Show
Notes:
Bone Half Plate +1
Moon Sickle +1
uncommon
AL
JTRC: The fiend of Hollow Mine
Show
Notes:
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a 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. The bonus is determined by the weapon’s rarity. 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.
Name | Rarity | Location ▼ | Table | Result | Source | |
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Bag of Holding | common | Radiant Citadel: Wages of Vice | Radiant Citadel: Wages of Vice | Show | ||
Notes:
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. |
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Tan Bag of Tricks | uncommon | JTRC: Trail of Destruction | JTRC: Trail of Destruction | Show | ||
Notes:
Sand-colored pouch embroidered with colorful, geometrically stylized animals. This is a tan bag of tricks. Any creature created by the bag looks artistically stylized in a manner similar to the embroidery on the bag. This doesn’t affect the creatures’ statistics. |
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Decanter of Endless Water | uncommon | JTRC: Trail of Destruction | JTRC: Trail of Destruction | Show | ||
Notes:
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. |
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Periapt of Health | uncommon | JTRC: The fiend of Hollow Mine | JTRC: The fiend of Hollow Mine | Show | ||
Notes:
Wondrous item, uncommon You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant. |
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Ring of Jumping | uncommon | JTRC: The fiend of Hollow Mine | JTRC: The fiend of Hollow Mine | Show | ||
Notes:
Ring, uncommon (requires attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Ring of Mind Shielding | uncommon | JTRC: Sins of our Elders | JTRC: Sins of our Elders | Show | ||
Notes:
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. |
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Adamantine Chain Shirt | uncommon | JTRC: Gold for Fools and Princes | JTRC: Gold for Fools and Princes | Show | ||
Notes:
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. |
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Ring of Warmth | uncommon | JTRC: Gold for Fools and Princes | JTRC: Gold for Fools and Princes | Show | ||
Notes:
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. |
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Stone of Controlling Earth Elementals | rare | JTRC: Gold for Fools and Princes | JTRC: Gold for Fools and Princes | Show | ||
Notes:
If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds |
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Ring of Protection | common | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Chain Mail +1 | common | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
You have a +1 bonus to AC while wearing this armor. |
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Goggles of Night | uncommon | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
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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Stone of Good Luck | uncommon | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) |
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Boots of Striding and Springing | uncommon | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) While you wear these 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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Armor of Vulnerability (slashing) | rare | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to slashing damage. Curse. This armor is cursed, a fact that is revealed only when 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 bludgeoning and piercing damage. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
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Ring of Spell Storing | common | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
2* Mirror image |
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Staff of the Woodlands | rare | DDHX-TYP White Plume Mountain | DDHX-TYP White Plume Mountain | Show | ||
Notes:
Staff, rare (requires attunement by a Druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge) You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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Bone Half Plate +1 | rare | CCC-TRI-06 NIGHT 1-2 Haggard Heroes | Trade Log | Show | ||
Notes:
Bone Half Plate +1 |
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Moon Sickle +1 | uncommon | AL | JTRC: The fiend of Hollow Mine | Show | ||
Notes:
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a 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. The bonus is determined by the weapon’s rarity. 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. |