Magic Items

Purchased Magic Items

Name Rarity Location ▲ Table Result Source
+1 Chain Mail rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Heavy armor, rare
55 lb.

AC 16
You have a +1 bonus to AC while wearing this armor.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.

Staff of the Woodlands rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Staff, weapon, rare (requires attunement by a druid)
Simple weapon, melee weapon
4 lb.

1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

Spells. 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
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.

Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

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.

+3 Wand of the War Mage very_rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wand, very rare (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Blessing of Protection unique DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Blessing

You gain a +1 bonus to AC and saving throws.

Ring of Protection rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Ring of Spell Storing rare DDHC-TYP White Plume Mountain DDHC-TYP 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 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.

Goggles of Night uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.

Plate of Vulnerability (Slashing) rare DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Heavy armor, rare (requires attunement)
65 lb.

AC 18
While wearing this armor, you have Resistance to Slashing damage.

Curse. This armor is cursed, a fact that is revealed only when the Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by a Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have Vulnerability to Bludgeoning and Piercing damage.

The wearer has Disadvantage on Dexterity (Stealth) checks.

If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.

Boots of Striding and Springing uncommon DDHC-TYP White Plume Mountain DDHC-TYP White Plume Mountain Show
Notes:

Wondrous item, uncommon (requires attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.

Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

Stone of Good Luck rare DDHC-TYP White Plume Mountain DDHC-TYP 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.

"Junipers Embrace" (Cloak of Displacement) rare DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.

If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Made out of White Feathers that once belonged to a Owlbear called "Juniper"....

Seelie Court "Longsword" uncommon DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Weapon (dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Given to Queen Titanias Knights by her Highness herself.

Wand of the War Mage +2 rare DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wand, rare (requires attunement by a spellcaster)

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Moonlight Monocle uncommon DDHC-WBW01-Hither DDHC-WBW01-Hither 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.

Leather Armor +2 very_rare DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Armor (light, medium, heavy), very rare

You have a +2 bonus to AC while wearing this armor.

A Leather Armor made out of Kings Gullob XIX "personal" royal leather collection.

Bobbing Lily Pad very_rare DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wondrous item, very rare (requires attunement)

This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.

The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.

Wand of Smiles common DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.

Helm of Telepathy uncommon DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wondrous item, uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.

While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

Pipes of Haunting uncommon DDHC-WBW01-Hither DDHC-WBW01-Hither Show
Notes:

Wondrous item, uncommon

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute.

If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success.

A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Periapt of Wound Closure uncommon DDHC-WBW01-Tither DDHC-WBW01-Tither Show
Notes:

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.