Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▼
Source
Necklace of Prayer Beads
rare
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
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Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
3x Blessing: Bless
2x Wind Walking: Wind walk
1x Summons: Planar ally
+3 Studded Leather Armor
legendary
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Light armor, legendary
13 lb.
AC 12 + Dex
You have a +3 bonus to AC while wearing this armor.
Blessing of Protection
unique
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
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Notes:
Blessing
You gain a +1 bonus to AC and saving throws.
Devotee's Censer
rare
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Weapon (Flail), rare (requires attunement by a cleric or paladin)
Martial weapon, melee weapon
2 lb.
1d8 Bludgeoning
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
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.
Instrument of Scribing
common
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Wondrous item, common
This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.
+1 Battleaxe
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
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Notes:
Weapon, uncommon
Martial weapon, melee weapon
4 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Topple
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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.
+1 Shortsword
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
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Notes:
Weapon, uncommon
Martial weapon, melee weapon
2 lb.
1d6 Piercing
Finesse, Light
Mastery: Vex
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+1 Scale Mail
rare
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Medium armor, rare
45 lb.
AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Ring of Evasion
common
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
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Notes:
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Vidorants Ring
rare
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.
Only Vidorant can attune to this Ring
Gloves of Thievery
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
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Notes:
Wondrous item, uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Vicious Rapier
rare
DDHC-KftGV Vidorants Vault (GV Reward)
DDHC-KftGV Vidorants Vault
Show
Notes:
Weapon (Rapier), Rare
Martial Weapon, Melee Weapon
2 lb.
1d8 Piercing
Finesse
Mastery: Vex
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
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.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Figurine of Wondrous Power, Ivory Goats
rare
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Wondrous Item, Rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
Silvered Weapon
common
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Weapon (Longsword), Common
Martial Weapon, Melee Weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
| Name | Rarity | Location | Table | Result ▼ | Source | |
|---|---|---|---|---|---|---|
| Necklace of Prayer Beads | rare | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 3x Blessing: Bless |
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| +3 Studded Leather Armor | legendary | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
Light armor, legendary |
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| Blessing of Protection | unique | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
|
Notes:
Blessing You gain a +1 bonus to AC and saving throws. |
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| Devotee's Censer | rare | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
|
Notes:
Weapon (Flail), rare (requires attunement by a cleric or paladin) As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. 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. |
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| Instrument of Scribing | common | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
|
Notes:
Wondrous item, common This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours. |
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| +1 Battleaxe | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
|
Notes:
Weapon, uncommon 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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| +1 Shortsword | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
|
Notes:
Weapon, uncommon 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: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| +1 Scale Mail | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
|
Notes:
Medium armor, rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Ring of Evasion | common | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
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Notes:
Ring, rare (requires attunement) |
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| Vidorants Ring | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) |
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| Gloves of Thievery | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
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Notes:
Wondrous item, uncommon |
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| Vicious Rapier | rare | DDHC-KftGV Vidorants Vault (GV Reward) | DDHC-KftGV Vidorants Vault | Show | ||
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Notes:
Weapon (Rapier), Rare 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. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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| Figurine of Wondrous Power, Ivory Goats | rare | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Wondrous Item, Rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed. |
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| Silvered Weapon | common | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Weapon (Longsword), Common |
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