Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Mindguard Crown
very_rare
DDHC - PaBTSO
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Music Box (Talking Doll)
common
Francis' Gift
SJ-DC-YLD – 01 - 01 – Never lose hope
Show
Notes:
Wondrous item, common (requires attunement)
While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.
It has the following song as default:
"Schatten und Tod mögen uns in dunkler Nacht ach so blagen,
Licht und Hoffnung werden sie am Ende doch immer verjagen.
Was auch immer passieren sollte,vertrau und lausche nur mir
Was auch immer ich tun muss, irgendwann bin ich wieder bei dir."
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Paralysis Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Paralysis Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Polymorph Blade
rare
DDAL00-06 Lost Laboratories of Kwalish
DDAL00-06 Lost Laboratories of Kwalish
Show
Notes:
Weapon, very rare (requires attunement)
Martial weapon, melee weapon
3 lb. Mastery: Nick
1d6 slashing - Finesse, Light
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
d20 New Form
1 Tyrannosaurus Rex
2 Giant Ape
3 Elephant
4 Giant scorpion
5 Rhinoceros
6 Polar bear
7 Giant toad
8 Giant eagle
9 Black bear
10 Crocodile
11 Wolf
12 Horse
13 Ox
14 Giant frog
15 Poisonous snake
16 Hawk
17 Octopus
18 Cat
19 Rat
20 Rabbit
A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Portable Hole
rare
DDHC-TYP-6 - Against the Fire Giant Stronghold
Trade Log
Show
Notes:
Wondrous item, rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover 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 can't be reopened.
Powered Armor
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Heavy armor
Futuristic
This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.
Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons.
Force Field. When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall.
Replacing the Energy Cell. While the armor has charges remaining, its energy cell can't be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Ring of Acid Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Ring of Force Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.
Ring of Lightning Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.
Ring of Necrotic Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.
Ring of Spell Storing
rare
DDHC-CM-14 The Canopic Being
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 level 1 through 5 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.
Staff of Fate
very_rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Staff of Frost
very_rare
Traded
Trade Log
Show
Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold 5
Fog Cloud 1
Ice Storm 4
Wall of Ice 4
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Staff of Healing
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Staff of Withering
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Sun Blade
rare
DDHC-CM-14 The Canopic Being
Show
Notes:
Weapon (Longsword), rare (requires attunement)
Martial weapon, melee weapon
3 lb.
1d8 Radiant
Finesse, Versatile (1d10)
Mastery: Sap
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn
Name ▲ | Rarity | Location | Table | Result | Source | |
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Mindguard Crown | very_rare | DDHC - PaBTSO | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Music Box (Talking Doll) | common | Francis' Gift | SJ-DC-YLD – 01 - 01 – Never lose hope | Show | ||
Notes:
Wondrous item, common (requires attunement) While this music box is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the box speaks or sings each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. It has the following song as default: "Schatten und Tod mögen uns in dunkler Nacht ach so blagen, |
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Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Paralysis Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Paralysis Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Polymorph Blade | rare | DDAL00-06 Lost Laboratories of Kwalish | DDAL00-06 Lost Laboratories of Kwalish | Show | ||
Notes:
Weapon, very rare (requires attunement) d20 New Form Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn. |
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Portable Hole | rare | DDHC-TYP-6 - Against the Fire Giant Stronghold | Trade Log | Show | ||
Notes:
Wondrous item, rare You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's Handy Haversack, 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 and not behind Total Cover 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 can't be reopened. |
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Powered Armor | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Heavy armor Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges. While the armor is active, you gain the following benefits: Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled. Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell can't be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Ring of Acid Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Force Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Lightning Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Necrotic Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Spell Storing | rare | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of level 1 through 5 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. |
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Staff of Fate | very_rare | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Staff, weapon (Quarterstaff), very rare (requires attunement) Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Staff of Frost | very_rare | Traded | Trade Log | Show | ||
Notes:
Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost |
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Staff of Healing | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Spell Charge Cost Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Staff of Withering | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Sun Blade | rare | DDHC-CM-14 The Canopic Being | Show | |||
Notes:
Weapon (Longsword), rare (requires attunement) Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn |