Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Pipe of Remembrance
common
DDHC00-GSM Ghosts of Saltmarsh
Show
Notes:
Wondrous item, common
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn.
Tankard of Plenty
unique
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
Wondrous item, common
Speaking the command word (“Illefarn”) while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day.
Ruby of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
(Emerald of the war mage)
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Bag of holding
uncommon
B
Purchase 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 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.
Spiked Mithral Armor
uncommon
B
DDHC00-GSM Ghosts of Saltmarsh
Show
Longbow +1
uncommon
F
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Mithral Plate Armor
uncommon
F
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Heavy armor, minor tier, uncommon
65 lb.
AC 18
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
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.
Bracers of Defense.
rare
F
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield.
Longsword +1
uncommon
F
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon.
Stone of Good Luck
uncommon
F
DDHC00-GSM Ghosts of Saltmarsh
Show
Notes:
Requires Attunement
While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws.
Pipes of Haunting
uncommon
F
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Ring of Protection (A)
rare
F
Purchase Log
Show
Gwa’thern Faln
rare
G
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
Leather Armor +1
rare
G
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
You have a +1 bonus to AC while wearing this armor.
Faerie Dragon’s Favor
rare
G
DDHC-WDH Waterdeep: Dragon Heist
Show
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance
Cloak of the Bat
rare
G
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Cloak of the Bat
Wondrous item, major tier, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Staff of Fire
very_rare
H
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Insignia of Claws
uncommon
HotQ
DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds
Show
Notes:
Wondrous item, uncommon
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Rope of Mending
common
XGtE
Charaktererstellung
Show
Notes:
ROPE OF MENDING
Wondrous item, common
You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use anaction to
speak a command word and cause the pieces to knit back together. The pieces must be in contact with each other and not otherwise in use. A rope of mending is forever shortened if a section of it is lost or destroyed.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Pipe of Remembrance | common | DDHC00-GSM Ghosts of Saltmarsh | Show | |||
Notes:
Wondrous item, common This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact the bearer’s most impressive and heroic achievements for 5 minutes. When this realistic performance is complete, the smoke dissipates. The pipe can’t be used this way again until the next dawn. |
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Tankard of Plenty | unique | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | |||
Notes:
Wondrous item, common Speaking the command word (“Illefarn”) while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be used up to three times per day. |
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Ruby of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
(Emerald of the war mage) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Bag of holding | uncommon | B | Purchase 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 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. |
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Spiked Mithral Armor | uncommon | B | DDHC00-GSM Ghosts of Saltmarsh | Show | ||
Longbow +1 | uncommon | F | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon. |
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Mithral Plate Armor | uncommon | F | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Heavy armor, minor tier, uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. 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. |
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Bracers of Defense. | rare | F | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
Requires Attunement While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no Shield. |
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Longsword +1 | uncommon | F | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
You have a +1 bonus to Attack and Damage Rolls made with this weapon. |
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Stone of Good Luck | uncommon | F | DDHC00-GSM Ghosts of Saltmarsh | Show | ||
Notes:
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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Pipes of Haunting | uncommon | F | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Ring of Protection (A) | rare | F | Purchase Log | Show | ||
Gwa’thern Faln | rare | G | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Weapon (longbow), rare (requires attunement) |
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Leather Armor +1 | rare | G | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
You have a +1 bonus to AC while wearing this armor. |
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Faerie Dragon’s Favor | rare | G | DDHC-WDH Waterdeep: Dragon Heist | Show | ||
Notes:
This cloak appears as scintillating faerie dragon winds. While wearing this cloak, you understand written and spoken Draconic. This item functions as if a mantle of spell resistance |
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Cloak of the Bat | rare | G | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Cloak of the Bat While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
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Staff of Fire | very_rare | H | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. |
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Insignia of Claws | uncommon | HotQ | DDHC-HotDQ Hoard of the Dragon Queen: Castle in the Clouds | Show | ||
Notes:
Wondrous item, uncommon The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons. While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical. |
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Rope of Mending | common | XGtE | Charaktererstellung | Show | ||
Notes:
ROPE OF MENDING |