Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
đ”Eyes of the Eagle
uncommon
FR-DC-FOS-06 Down to Safety
FR-DC-FOS-06 Down to Safety
Show
Notes:
Eyes of the Eagle
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Minor Property: Gleaming
This item never gets dirty.
Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sĂ€mtlicher Dreck perlt ohne RĂŒckstĂ€nde sofort davon ab. Sehr nĂŒtzlich, gerade weil man ja durchgucken muss.
Bead of Refreshment (x3)
common
FOS-06 Story Award: Ferryman's Fee
FR-DC-FOS-06 Down to Safety
Show
Notes:
Bead of Refreshment
Source: Xanathar's Guide to Everything
Wondrous item, common
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Heward's Handy Haversack Wondrous item, rare
uncommon
DDHC-JRC-02 Written in Blood
DDHC-JRC-02 Written in Blood
Show
Notes:
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
đ”Spell Scroll of Snare
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Spell Scroll of Snare
Scroll, uncommon, Table A
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spellâs radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.
âScroll of Beast Bond
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Scroll, uncommon, Table A
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beastâs Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.
âHelm of Telepathy
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tigerâs eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Masterâs Guide.
đ”Necklace of Fireballs
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Necklace of Fireballs
Wondrous item, rare (9 Charges)
This necklace has 9 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
đ” Ring of Portection
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Ring of Portection
rare
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
â Flame Tongue Longsword
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic swordâs 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.
Chain Mail +1
rare
TftYP: White Plume Mountain
Show
Notes:
Chain Mail +1
Armor (heavy), rare
You have a +1 bonus to AC while wearing this armor.
Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.
AC: 17
Stealth: Disadvantage
Weight: 55
Minimum Strength: 13
Goggles of Night
uncommon
TftYP: White Plume Mountain
Show
Notes:
Goggles of Night
Wondrous Item, 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.
Notes: Sense: Darkvision, Detection, Eyewear
Stone of Good Luck
uncommon
TftYP: White Plume Mountain
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.
Boots of Striding and Springing
uncommon
TftYP: White Plume Mountain
Show
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance.
đ”Ring of Protection
rare
TftYP: White Plume Mountain
Show
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
1x ring of spellstoring( 2x mirror image)
rare
TftYP: 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 â 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 canât 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.
Necklace of Prayer Beads
rare
TftYP: White Plume Mountain
Show
Notes:
Necklace of Prayer Beads
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 GM 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
Roll der vom DM gewĂŒrfelt wurde: (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection
đ”Blessing of Protection
rare
TftYP: White Plume Mountain
Show
Notes:
Blessing of Protection
You gain a +1 bonus to AC and saving throws
đ”4x Potion of Greater Healing
uncommon
Trade Log
Show
Eyes of Minute Seeing
uncommon
(Ka'Narlist) 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.
Bracers of Defense
rare
(Ka'Narlist) Lost Caverns of Tsojcanth
Show
Notes:
Bracers of Defense
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Notes: Bonus: Unarmored Armor Class, Warding, Wristwear
Name | Rarity | Location ▼ | Table | Result | Source | |
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đ”Eyes of the Eagle | uncommon | FR-DC-FOS-06 Down to Safety | FR-DC-FOS-06 Down to Safety | Show | ||
Notes:
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Minor Property: Gleaming This item never gets dirty. Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sĂ€mtlicher Dreck perlt ohne RĂŒckstĂ€nde sofort davon ab. Sehr nĂŒtzlich, gerade weil man ja durchgucken muss. |
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Bead of Refreshment (x3) | common | FOS-06 Story Award: Ferryman's Fee | FR-DC-FOS-06 Down to Safety | Show | ||
Notes:
Bead of Refreshment Source: Xanathar's Guide to Everything Wondrous item, common This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison. |
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Heward's Handy Haversack Wondrous item, rare | uncommon | DDHC-JRC-02 Written in Blood | DDHC-JRC-02 Written in Blood | Show | ||
Notes:
Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened. |
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đ”Spell Scroll of Snare | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Spell Scroll of Snare As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spellâs radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends. A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends. After the trap is triggered, the spell ends when no creature is Restrained by it. |
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âScroll of Beast Bond | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Scroll, uncommon, Table A You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beastâs Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see. |
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âHelm of Telepathy | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Helm of Telepathy |
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đ”Necklace of Fireballs | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Necklace of Fireballs This necklace has 9 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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đ” Ring of Portection | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Ring of Portection |
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â Flame Tongue Longsword | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic swordâs 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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Chain Mail +1 | rare | TftYP: White Plume Mountain | Show | |||
Notes:
Chain Mail +1 You have a +1 bonus to AC while wearing this armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Stealth. The wearer has disadvantage on Dexterity (Stealth) checks. AC: 17 |
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Goggles of Night | uncommon | TftYP: 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. Notes: Sense: Darkvision, Detection, Eyewear |
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Stone of Good Luck | uncommon | TftYP: 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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Boots of Striding and Springing | uncommon | TftYP: White Plume Mountain | Show | |||
Notes:
Your speed while you wear these boots becomes 30 feet, unless your walking speed is higher, and your speed is not reduced if you are encumbered or wearing heavy armor. In addition, whenever you jump, you can jump three times the normal distance. |
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đ”Ring of Protection | rare | TftYP: White Plume Mountain | Show | |||
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws. |
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1x ring of spellstoring( 2x mirror image) | rare | TftYP: 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 â 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 canât 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. |
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Necklace of Prayer Beads | rare | TftYP: White Plume Mountain | Show | |||
Notes:
Necklace of Prayer Beads 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 GM 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 Roll der vom DM gewĂŒrfelt wurde: (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection |
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đ”Blessing of Protection | rare | TftYP: White Plume Mountain | Show | |||
Notes:
Blessing of Protection You gain a +1 bonus to AC and saving throws |
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đ”4x Potion of Greater Healing | uncommon | Trade Log | Show | |||
Eyes of Minute Seeing | uncommon | (Ka'Narlist) 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. |
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Bracers of Defense | rare | (Ka'Narlist) Lost Caverns of Tsojcanth | Show | |||
Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Notes: Bonus: Unarmored Armor Class, Warding, Wristwear |