Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Armor of Vulnerability
legendary
White plume mountain
DDHC-TftYP-White Plume Mountain
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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).
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.
Scale Mail +1
rare
Isefesting
DDAL05-13 Jarl Rising
Show
Notes:
Armor (Scale Mail), Rare
You have a +1 bonus to Armor Class while wearing this armor.
This suite of scale mail armor is fashioned out of slivers of wood—each engraved with Giant runes of death and lament, and sewn onto a backing of black leather. The armor resizes to fit its wearer.
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.
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.
Opal of the Ild Rune
rare
Harts Vale
DDAL05-11 Forgotten Traditions
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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.
Rod of the Pact Keeper +2
rare
Golden vault reward
DDHC-KftGV-05 - Tockworth's Clockworks
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Notes:
Rod, Rare (Requires Attunement by a Warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
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.
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.
Wand of Binding
rare
Ashenford
Fr-DC-BTW-04 Fathers Decision
Show
Notes:
Wand, Rare (Requires Attunement)
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Hold Monster 5
Hold Person 2
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
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.
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)
Stone of Good Luck (Luckstone)
uncommon
Little Lockford (Underdark)
DDHC-KftGV-05 - Tockworth's Clockworks
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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
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.
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.
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.
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.
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.
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
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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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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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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Scale Mail +1 | rare | Isefesting | DDAL05-13 Jarl Rising | Show | ||
Notes:
Armor (Scale Mail), Rare |
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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 |
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Opal of the Ild Rune | rare | Harts Vale | DDAL05-11 Forgotten Traditions | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Rod of the Pact Keeper +2 | rare | Golden vault reward | DDHC-KftGV-05 - Tockworth's Clockworks | Show | ||
Notes:
Rod, Rare (Requires Attunement by a Warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. |
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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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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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Wand of Binding | rare | Ashenford | Fr-DC-BTW-04 Fathers Decision | Show | ||
Notes:
Wand, Rare (Requires Attunement) |
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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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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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Stone of Good Luck (Luckstone) | 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 | 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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Goggles of Night | uncommon | White plume mountain | DDHC-TftYP-White Plume Mountain | Show | ||
Notes:
Wondrous item, uncommon |
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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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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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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 |