Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
+1 rod of the pact keeper
uncommon
Trade Log
Show
Notes:
Rod, uncommon (requires attunement by a warlock)
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Armor of Vulnerability
legendary
White plume mountain
DDHC-TftYP-White Plume Mountain
Show
Notes:
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM 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).
Bloodwell vial +1
uncommon
Bonus magic item level 5
FR-DC-BTW 02 Fathers Curse
Show
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Boots of Striding and Springing
uncommon
Little Lockford (Underdark)
DDHC-KftGV-05 - Tockworth's Clockworks
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.
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.
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.
Candle of the Deep
common
Ashenford
FR-DC-BTW 03 Fathers Mistakes
Show
Notes:
Wondrous Item, Common
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
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.
Cloak of Billowing
common
Ashenford
Fr-DC-BTW-04 Fathers Decision
Show
Notes:
Wondrous Item, Common
While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls, if you don't have the incapacitated condition.
Dagger of Venom
rare
Harts Vale
DDAL05-17 Hartkillers Horn
Show
Notes:
Weapon (Dagger), Rare
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue.
You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn.
Dagger of Warning
uncommon
Yeonido
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Weapon (Any Simple or Martial), Uncommon (Requires Attunement)
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
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.
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.
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.
Hat of Wizardry
common
Ashenford
FR-DC-BTW 01 Fathers Conscience
Show
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard)
This helmet is made out of metal. It was used by miners to cast light in its lamp.
Spellcasting Focus. You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell. As a Magic action, you can try to cast a cantrip that you don’t know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a Long Rest.
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.
Lantern of Tracking (Undead)
common
Yeonido
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
Wondrous item, common
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.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.
Longsword +2 ("Pride")
rare
Ashenford
FR-DC-BTW 03 Fathers Mistakes
Show
Notes:
Weapon (Longsword), Rare
Es hat eine schwarze Klinge und in den Kupfergriff ist ein wertvoller Rubin eingelassen. Auf der schwarzen Klinge ist das Wort „Stolz“ eingraviert.
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.
Opal of the Ild Rune
rare
Harts Vale
DDAL05-11 Forgotten Traditions
Show
Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it's on your person.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fires Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal's magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
+1 rod of the pact keeper | uncommon | Trade Log | Show | |||
Notes:
Rod, uncommon (requires attunement by a warlock) While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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Armor of Vulnerability | legendary | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Armor (plate), legendary (requires attunement) |
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Bloodwell vial +1 | uncommon | Bonus magic item level 5 | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous item, uncommon (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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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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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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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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Candle of the Deep | common | Ashenford | FR-DC-BTW 03 Fathers Mistakes | Show | ||
Notes:
Wondrous Item, Common |
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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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Cloak of Billowing | common | Ashenford | Fr-DC-BTW-04 Fathers Decision | Show | ||
Notes:
Wondrous Item, Common |
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Dagger of Venom | rare | Harts Vale | DDAL05-17 Hartkillers Horn | Show | ||
Notes:
Weapon (Dagger), Rare You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can’t be used this way again until the next dawn. |
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Dagger of Warning | uncommon | Yeonido | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
Weapon (Any Simple or Martial), Uncommon (Requires Attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on its Initiative rolls. |
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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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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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Goggles of Night | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
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Hat of Wizardry | common | Ashenford | FR-DC-BTW 01 Fathers Conscience | Show | ||
Notes:
Wondrous Item, Common (Requires Attunement by a Wizard) |
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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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Lantern of Tracking (Undead) | common | Yeonido | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
Wondrous item, common |
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Longsword +2 ("Pride") | rare | Ashenford | FR-DC-BTW 03 Fathers Mistakes | Show | ||
Notes:
Weapon (Longsword), Rare |
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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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Opal of the Ild Rune | rare | Harts Vale | DDAL05-11 Forgotten Traditions | Show | ||
Notes:
Wondrous item, rare (requires attunement) |