Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Death Head (Mace of Disruption)
rare
CCC-GHC-BK1-02 - The Tithes That Bind
Show
Notes:
Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement) This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide.
Hat of Wizardry
common
Trade Log
Show
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
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.
(2x Mirror Image)
Armor of Vulnerability (slashing)
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
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).
Necklace of Prayer Beads
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
4, 7, 8, 10 16, 19
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.
1-6 | Blessing |Bless
7-12 | Curing | Cure wounds (2nd level) or lesser restoration
13-16 | Favor | Greater restoration
17-18 | Smiting | Branding smite
19 | Summons | Planar ally
20 | Wind walking | Wind walk
Blessing of protection
unique
DDHC-TYP - White Plume Mountain
Show
Notes:
+1 AC
Bracers of Archery
uncommon
Trade Log
Show
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
+1 chain mail armor
rare
DDHC-TYP - White Plume Mountain
Show
Gloves of Thievery
uncommon
Buch am Mordplatz
DDAL09-03 Hungry Shadows
Show
Notes:
Gloves of Thievery 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. This item can be found in the Dungeon Master’s Guide. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work.
Quiver of Ehlonna
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
F
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.
Longbow +1
uncommon
Players Guide
Catching Up
Show
Goggles of night
uncommon
Schatzkiste auf der Riesenkrabbe
DDHC-TYP - White Plume Mountain
Show
Notes:
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
Schatzkiste auf der Riesenkrabbe
DDHC-TYP - White Plume Mountain
Show
Notes:
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
A still-moving skeleton of a parrot
common
Tower
CCC-GHC-BK1-09 Scavengers
Show
Notes:
A skeleton of a parrot that still moves
Bag of Holding
uncommon
Trade Eldir
Trade Log
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Death Head (Mace of Disruption) | rare | CCC-GHC-BK1-02 - The Tithes That Bind | Show | |||
Notes:
Death's Head (Mace of Disruption) Weapon (mace), rare (requires attunement) This magical mace has a long, stout handle wrapped in black leather. The top is an ornately carved skull, its mouth opened as if screaming. Curved ram-like horns protrude from temples of the skull. When it strikes an undead or fiendish foe, golden sparks, tinged with flame burst forth, and the mace rings forth a single ominous toll, as if from a large bell. When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Special. This item has the harmonious minor property. Attuning to it takes only 1 minute. This item can be found in the Dungeon Master's Guide. |
||||||
Hat of Wizardry | common | Trade Log | Show | |||
Notes:
This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: You can use the hat as a spellcasting focus for your wizard spells. You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. |
||||||
Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
Requires Attunement You gain a +1 bonus to AC and saving throws while wearing this ring. |
||||||
Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
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. (2x Mirror Image) |
||||||
Armor of Vulnerability (slashing) | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
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. |
||||||
Necklace of Prayer Beads | rare | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
4, 7, 8, 10 16, 19 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. 1-6 | Blessing |Bless |
||||||
Blessing of protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
Notes:
+1 AC |
||||||
Bracers of Archery | uncommon | Trade Log | Show | |||
Notes:
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master’s Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
||||||
+1 chain mail armor | rare | DDHC-TYP - White Plume Mountain | Show | |||
Gloves of Thievery | uncommon | Buch am Mordplatz | DDAL09-03 Hungry Shadows | Show | ||
Notes:
Gloves of Thievery 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. This item can be found in the Dungeon Master’s Guide. These gloves are made of exquisite red silk with gold and silver embroidery along the fingers. The fabric at the fingertips is very thin, granting the wearer more sensitivity for more delicate work. |
||||||
Quiver of Ehlonna | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | F | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |
Notes:
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. |
||||||
Longbow +1 | uncommon | Players Guide | Catching Up | Show | ||
Goggles of night | uncommon | Schatzkiste auf der Riesenkrabbe | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
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 | Schatzkiste auf der Riesenkrabbe | DDHC-TYP - White Plume Mountain | Show | ||
Notes:
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. |
||||||
A still-moving skeleton of a parrot | common | Tower | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
A skeleton of a parrot that still moves |
||||||
Bag of Holding | uncommon | Trade Eldir | Trade Log | Show | ||
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, 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 is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |