Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
5x Arrows +1
uncommon
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
5x Arrows +1
Weapon (arrow), uncommon
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical
Arcane Grimoire +2
rare
DDHC-KftGV-09 Shard of the Accursed
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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.
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
Battleaxe +1
uncommon
DDHC-KftGV-09 Heart of Ashes
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Notes:
Battleaxe +1
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Bead of Force (6/6)
rare
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Bead of Force
Wondrous item, rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bead of Force (8/8)
rare
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Bead of Force
Wondrous item, rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bead of Force (8/8)
rare
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Bead of Force
Wondrous item, rare
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Blessing of Protection
very_rare
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
+1 AC & +1 Saving Throws
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.
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.
Dragon Scale Mail (RED)
very_rare
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
Dragon Scale Mail (RED)
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Dragon Resistance Dragon Resistance
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold
Elven Chain
rare
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Notes: Bonus: Armor Class, Proficiency: Self, Combat, Warding
Flame Tongue Longsword
rare
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
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.
Harmmony (Longbow of Warning)
uncommon
CCC-UNITE-007
Show
Notes:
Harmmony (Longbow of Warning)
Weapon (longbow), uncommon (requires attunement)
This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers.
Magic Item Table F in the Dungeon Master’s Guide.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song.
Necklace of Fireballs (4/4)
common
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Weight: 1
Necklace of Fireballs (7/7)
rare
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
Necklace of Fireballs (7/7)
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Necklace of Fireballs (9/9)
rare
DDHC-TYP-4 - White Plume Mountain
Show
Notes:
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Weight: 1
Oil of Sharpness
very_rare
DDHC-KftGV-09 Heart of Ashes
Show
Notes:
Oil of Sharpness
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
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
Name ▲ | Rarity | Location | Table | Result | Source | |
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5x Arrows +1 | uncommon | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
5x Arrows +1 You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical |
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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. |
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Armor of Vulnerability | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Armor of Vulnerability 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 |
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Battleaxe +1 | uncommon | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Battleaxe +1 You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Bead of Force (6/6) | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Bead of Force This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
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Bead of Force (8/8) | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Bead of Force This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
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Bead of Force (8/8) | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Bead of Force This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
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Blessing of Protection | very_rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
+1 AC & +1 Saving Throws |
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Boots of Striding and Springing | uncommon | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Boots of Striding and Springing 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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Chaimail +1 | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Armor, +1, +2, or +3 |
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Dragon Scale Mail (RED) | very_rare | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Dragon Scale Mail (RED) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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Elven Chain | rare | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Armor (chain shirt), rare |
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Flame Tongue Longsword | rare | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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Goggles of Night | uncommon | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Goggles of Night 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. |
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Harmmony (Longbow of Warning) | uncommon | CCC-UNITE-007 | Show | |||
Notes:
Harmmony (Longbow of Warning) This beautiful longbow once belonged to an original resident of Syln Nahail. Vines are carved into the bow’s limbs and the elven word “Harmony” is inscribed above the grip. The longbow is gifted to the party in gratitude for defending the retreating settlers. Magic Item Table F in the Dungeon Master’s Guide. This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Song Craft. Whenever an arrow fired from this bow strikes a foe, its bearer hears a fragment of an ancient elven song. |
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Necklace of Fireballs (4/4) | common | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Weight: 1 |
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Necklace of Fireballs (7/7) | rare | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Necklace of Fireballs (7/7) This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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Necklace of Fireballs (9/9) | rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Necklace of Fireballs This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Weight: 1 |
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Oil of Sharpness | very_rare | DDHC-KftGV-09 Heart of Ashes | Show | |||
Notes:
Oil of Sharpness This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. |
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Potion of Flying | very_rare | DDHC-TYP-4 - White Plume Mountain | Show | |||
Notes:
Potion of Flying 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 |