Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Wand of the War Mage, +1 uncommon Character Creation at Lvl5 Character Creation Show
Notes:

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Shard of Xeluan (Trinket) common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

Shard of Xeluan
Wondrous Item, Rare (Requires Attunement)

This 1-foot-long shard of obsidian has veins of silver and gold beneath its cold surface.

Empowered Magic. While holding the shard, you can use it as a spellcasting focus, and it gives you a +1 bonus to your spell attack rolls.

Enhanced Strength. Your strength score increases by 4 while the shard is on your person. The shard can't raise your Strength score above 22.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan's petrified heart.

The shard's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other shard misfortunes befall you.
Shard Misfortunes
d6
Misfortune
1 You accidentally cut yourself with the shard and are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet if you must succeed on a DC 16 Dexterity saving throw or be knocked prone.
4 The shard releases three glowing darts of magical force that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4+1) frce damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.

Spellbook common DDHC-KftGV-09 Shard of the Accursed Show
Notes:

alarm, arcane lock, detect thoughts, dimension door, and glyph of warding.
greater invisibility, cone of cold, counterspell, fly, ice storm, magic armor, magic missile, shield, detect magic, misty step, suggestion, fireball.

Arcane Grimoire +2 rare DDHC-KftGV-09 Shard of the Accursed Show
Notes:

(Rare Magic Item of Choice (DMG, Xanatars, Tashas))

Wondrous item rare (+2) (requires attunement by a wizard)

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. (+2)

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Potion of Flying very_rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Potion of Flying
Potion, very rare

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Weight: 0.5

Chaimail +1 rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Wand of the War Mage, +2 rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Wand of the War Mage, +2
Wand, rare (requires attunement by a spellcaster)

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

Weight: 1

Blessing of Protection very_rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

+1 AC & +1 Saving Throws

Ring of Spell Storing rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring Of Spell Storing
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.

Ring of Protection rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Ring Of Protection
Ring, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Potion of (Greater) Healing rare DDHC-TYP-4 - White Plume Mountain Show
Armor of Vulnerability rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Armor of Vulnerability
Armor (plate), rare (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).

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Stealth. The wearer has disadvantage on Dexterity (Stealth) checks.

AC: 18
Stealth: Disadvantage
Weight: 65

Scroll of Protection (Fiends) rare DDHC-TYP-4 - White Plume Mountain Show
Boots of Striding and Springing uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Boots of Striding and Springing
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.

Goggles of Night uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Goggles of Night
Wonderous 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.

Stone of Good Luck uncommon DDHC-TYP-4 - White Plume Mountain Show
Notes:

Stone of Good Luck
Wondrous item, uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Potion of Mind Reading rare DDHC-TYP-4 - White Plume Mountain Show
Notes:

Potion of Mind Reading
Potion, rare

When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Weight: 0.5

Spell Scroll Conjure minor Elementals rare DDHC-TYP-4 - White Plume Mountain Show
Spell Scroll Dispel Magic uncommon DDHC-TYP-4 - White Plume Mountain Show
Spell Scroll Fear uncommon DDHC-TYP-4 - White Plume Mountain Show