Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Boots of Striding and Springing
uncommon
Little Lockford (Underdark)
DDHC-KftGV-05 - Tockworth's Clockworks
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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.
Driftglobe
uncommon
Little Lockford (Underdark)
DDHC-KftGV-05 - Tockworth's Clockworks
Show
Notes:
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Doss Lute of the Bards
uncommon
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. 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 play the instrument to 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 spellcasting ability and spell save DC.
Instruments of the Bards
Instrument Spells
All Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
Doss lute
Animal Friendship, Protection from Energy (Fire damage only), Protection from Poison
Silvered Spear
common
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Weapon (Spear), Common
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Simple Melee Weapon
Damage: 1d6 Piercing
Properties: Thrown (Range 20/60), Versatile (1d8)
Mastery: Sap
Weight: 3 lb.
Cost: 1 GP
Geatsword of Vengeance (Cursed)
uncommon
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Weapon (Greatsword), Uncommon (Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Martial Melee Weapon
Damage: 2d6 Slashing
Properties: Heavy, Two-Handed
Mastery: Graze
Weight: 6 lb.
Cost: 50 GP
Periapt of Health
uncommon
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Horn of Blasting
rare
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Cube of summoning
rare
Lost mountains
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
Cube of Summoning
1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey
Gem of Brightness
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wondrous item, uncommon
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp.
Slippers of Spider Climbing
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
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.
Wand of Binding
rare
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Mithral Plate Armor
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
Show
Notes:
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Bracers of Defense
rare
Sonnenuntergangsgebirge
Trade Log
Show
Notes:
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.
Item of choice
rare
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Each character may choose one of the following items:
Arrow catching Shield
Bracers of Defense
Canaith Mandolin
Necklace of Prayer Beads (2x Blessing; 2x Curing; 1x Favor; 1x Wind walk)
1x greater resto
1x cure wounds
1x Greater Resto
1x Shining smite
1x cure wounds
1x bless
Staff of the Woodlands
+2 Wand of the War Mage
+2 Weapon.
Chain shirt+1
rare
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Stone of Good Luck
uncommon
White plume mountain
DDHC-TftYP-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.
Goggles of Night
uncommon
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
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.
Boots of Striding and Springing
uncommon
White plume mountain
DDHC-TftYP-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.
Ring of Protection
rare
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Boots of Striding and Springing | uncommon | Little Lockford (Underdark) | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Driftglobe | uncommon | Little Lockford (Underdark) | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
|
Notes:
Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. |
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| Doss Lute of the Bards | uncommon | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard) |
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| Silvered Spear | common | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Weapon (Spear), Common |
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| Geatsword of Vengeance (Cursed) | uncommon | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Weapon (Greatsword), Uncommon (Requires Attunement) |
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| Periapt of Health | uncommon | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) |
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| Horn of Blasting | rare | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare |
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| Cube of summoning | rare | Lost mountains | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare |
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| Gem of Brightness | uncommon | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
|
Notes:
Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. |
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| Slippers of Spider Climbing | uncommon | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Wand of Binding | rare | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
|
Notes:
Wand, rare (requires attunement by a spellcaster) |
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| Mithral Plate Armor | uncommon | Revels End | Keys from the Golden Vault - Prisoner 13 | Show | ||
|
Notes:
Armor (medium or heavy, but not hide), uncommon |
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| Bracers of Defense | rare | Sonnenuntergangsgebirge | Trade Log | Show | ||
|
Notes:
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. |
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| Item of choice | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Each character may choose one of the following items: Arrow catching Shield |
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| Chain shirt+1 | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Type: Medium, Armor Cost: 50 gp, Weight: 20 lbs |
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| Stone of Good Luck | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Goggles of Night | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Boots of Striding and Springing | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Ring of Protection | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Ring of Spell Storing | rare | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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