Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
+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.
Ring of Protection
very_rare
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Studded Leather Armor +2
very_rare
CCC-TRI-23
Service Rewards S12b
Show
Notes:
Armor (studded leather), very rare
You have a +2 bonus to AC while wearing this armor.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02
Service Rewards S12c
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Manual of Quickness of Action
very_rare
CCC-BMG-37 Weakness of Rock
Service Rewards S12b
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Ring of Telekinesis
very_rare
Service Rewards
Service Rewards S12b
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
+2 Rhythm-Maker's Drum
rare
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
Notes:
Wondrous item, instrument, rare (requires attunement by a bard)
3 lb.
While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Knave's Eye Patch
rare
DDHC-WDH-7
Service Rewards S12c
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Sun Blade
rare
DDHC-CCM The Canopic Being
Service Rewards S12c
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Chain mail +1
rare
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Heavy armor, rare
You have a +1 bonus to AC while wearing this armor.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
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.
Ring of Spell Storing
rare
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - 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.
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
2x Wind Walking: Wind walk
1x Summons: Planar ally
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.
+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.
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
Boots of Striding and Springing
uncommon
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - 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.
Stone of Good Luck
uncommon
DDHC-TYP-4 - White Plume Mountain
DDHC-TYP-4 - 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.
Gloves of Thievery
uncommon
DDHC-KftGV Vidorants Vault
DDHC-KftGV Vidorants Vault
Show
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.
Ordine Sage’s Robes (Robe of Useful Items)
uncommon
Cesar Sozay corpse
CCC-Tarot-01-01 Awakeing of Fates
Show
Notes:
This Robe of Useful Items has silk patches of various shapes covering it.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents.
Once the last patch is removed, the robe becomes an ordinary garment.
It has patches for the following:
• a dagger
• steel mirror
• 10 ft. pole
• 50 ft. hempen rope
• a riding horse (mechanical in nature, otherwise the same)
• 4 potions of healing
• a 1st level spell scroll (Detect Magic)
• a bag of 100 gp
This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide.
Name | Rarity ▼ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
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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+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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Ring of Protection | very_rare | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. |
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Studded Leather Armor +2 | very_rare | CCC-TRI-23 | Service Rewards S12b | Show | ||
Notes:
Armor (studded leather), very rare You have a +2 bonus to AC while wearing this armor. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. |
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Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 | Service Rewards S12c | Show | ||
Notes:
Wondrous item, very rare |
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Manual of Quickness of Action | very_rare | CCC-BMG-37 Weakness of Rock | Service Rewards S12b | Show | ||
Notes:
Wondrous Item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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Ring of Telekinesis | very_rare | Service Rewards | Service Rewards S12b | Show | ||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried. |
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+2 Rhythm-Maker's Drum | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, instrument, rare (requires attunement by a bard) As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. |
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Knave's Eye Patch | rare | DDHC-WDH-7 | Service Rewards S12c | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this eye patch, you gain these benefits: You have advantage on Wisdom (Perception) checks that rely on sight. |
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Sun Blade | rare | DDHC-CCM The Canopic Being | Service Rewards S12c | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack 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. 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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Chain mail +1 | rare | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - White Plume Mountain | Show | ||
Notes:
Heavy armor, rare You have a +1 bonus to AC while wearing this armor. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. 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. |
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Ring of Spell Storing | rare | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - 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. |
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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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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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+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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Vidorants Ring | rare | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Boots of Striding and Springing | uncommon | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - 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. |
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Stone of Good Luck | uncommon | DDHC-TYP-4 - White Plume Mountain | DDHC-TYP-4 - 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. |
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Gloves of Thievery | uncommon | DDHC-KftGV Vidorants Vault | DDHC-KftGV Vidorants Vault | Show | ||
Notes:
Wondrous item, uncommon |
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Ordine Sage’s Robes (Robe of Useful Items) | uncommon | Cesar Sozay corpse | CCC-Tarot-01-01 Awakeing of Fates | Show | ||
Notes:
This Robe of Useful Items has silk patches of various shapes covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. It has patches for the following: • a dagger • steel mirror • 10 ft. pole • 50 ft. hempen rope • a riding horse (mechanical in nature, otherwise the same) • 4 potions of healing • a 1st level spell scroll (Detect Magic) • a bag of 100 gp This white robe has gold detailing, and all of its patterns look very orderly. The robe itself gives its wearer a sense of assuredness, as if there is a purpose to every action taken and seen. This item can be found in the Dungeon Master’s Guide. |