Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Hat of Wizardry
common
Ashenford
FR-DC-BTW 01 Fathers Conscience
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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.
Cloak of Billowing
common
Ashenford
Fr-DC-BTW-04 Fathers Decision
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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.
Orb of direction
common
Ashenford
FR-DC-BTW 02 Fathers Curse
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Notes:
Wondrous Item, Common
This orb can be used as an Arcane Focus.
While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.
Lantern of Tracking (Undead)
common
Yeonido
DDHC-JRC-06 Sins of Our Elders
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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.
Candle of the Deep
common
Ashenford
FR-DC-BTW 03 Fathers Mistakes
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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.
Gem of Brightness
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
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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.
Mithral Plate Armor
uncommon
Revels End
Keys from the Golden Vault - Prisoner 13
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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.
Staff of the Python
uncommon
Ahenford
FR-DC-BTW 01 Fathers Conscience
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Notes:
Staff, Uncommon (Requires Attunement)
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff’s property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Periapt of wound closure
uncommon
Ashenford
FR-DC-BTW 02 Fathers Curse
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Notes:
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Bloodwell vial +1
uncommon
Bonus magic item level 5
FR-DC-BTW 02 Fathers Curse
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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.
Ring of Mind Shielding
uncommon
Yeonido
DDHC-JRC-06 Sins of Our Elders
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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.
Pearl of Power
uncommon
Arquëon System (Wildspace)
SJ-DC-ARQ-01 Welcome to the Arquëon System
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Notes:
Wonderous item, uncommon (requires attunement by a spellcaster)
While this pearl is on your person, you can use an Action to speak its Command word and regain one expended spell slot. If the expended slot is of 4th Level or higher, the new slot is 3rd Level. Once you have used the pearl, it can't be used again until the next dawn.
This item also has the "Beacon" property, which means the bearer can use a bonus action to cause the pearl to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
This item is found in chapter 7 of the Dungeon Master’s Guide.
It looks like a lustrous silvery-blue pearl that’s about the size of a pebble.
Rapier +1
uncommon
Afterlife Casino
DDHC-KftGV-02 Stygian Gambit
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Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Uncommon Magic Item of Choice (DMG, Xanatars, Tashas)
uncommon
Golden Vault Reward
DDHC-KftGV-02 Stygian Gambit
Show
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.
The Mind Fortress (ring of mind shielding)
uncommon
Border Kingdom
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
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Notes:
Wondrous item, uncommon, table C
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.
Flavour:
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.
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.
+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.
Wand of Binding
rare
Revels End
Keys from the Golden Vault - Prisoner 13
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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.
Longsword +2 ("Pride")
rare
Ashenford
FR-DC-BTW 03 Fathers Mistakes
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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.
Name | Rarity ▲ | Location | Table | Result | Source | |
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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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Cloak of Billowing | common | Ashenford | Fr-DC-BTW-04 Fathers Decision | Show | ||
Notes:
Wondrous Item, Common |
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Orb of direction | common | Ashenford | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Common |
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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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Candle of the Deep | common | Ashenford | FR-DC-BTW 03 Fathers Mistakes | Show | ||
Notes:
Wondrous Item, Common |
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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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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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Staff of the Python | uncommon | Ahenford | FR-DC-BTW 01 Fathers Conscience | Show | ||
Notes:
Staff, Uncommon (Requires Attunement) |
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Periapt of wound closure | uncommon | Ashenford | FR-DC-BTW 02 Fathers Curse | Show | ||
Notes:
Wondrous Item, Uncommon (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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Ring of Mind Shielding | uncommon | Yeonido | DDHC-JRC-06 Sins of Our Elders | Show | ||
Notes:
Ring, uncommon (requires attunement) |
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Pearl of Power | uncommon | Arquëon System (Wildspace) | SJ-DC-ARQ-01 Welcome to the Arquëon System | Show | ||
Notes:
Wonderous item, uncommon (requires attunement by a spellcaster) |
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Rapier +1 | uncommon | Afterlife Casino | DDHC-KftGV-02 Stygian Gambit | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Uncommon Magic Item of Choice (DMG, Xanatars, Tashas) | uncommon | Golden Vault Reward | DDHC-KftGV-02 Stygian Gambit | Show | ||
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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The Mind Fortress (ring of mind shielding) | uncommon | Border Kingdom | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | Show | ||
Notes:
Wondrous item, uncommon, table C |
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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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+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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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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Longsword +2 ("Pride") | rare | Ashenford | FR-DC-BTW 03 Fathers Mistakes | Show | ||
Notes:
Weapon (Longsword), Rare |