Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Chime of Opening
rare
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Flail +1
uncommon
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Flail +1
*Weapon , uncommon *
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.
Helm of Comprehending Languages
uncommon
DDHC-CM-02 Mazfroth's Mighty Digressions
Show
Notes:
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Ring of Jumping
uncommon
Ring, uncommon (requires attunement)
DDHC-CM-03 Book of the Raven
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Swimming
uncommon
DDHC-CM-04 A Deep and Creeping Darkness
Show
Notes:
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Goggles of Night
uncommon
DDHC-CM-04 A Deep and Creeping Darkness
Show
Notes:
Goggles of Night
Wondrous Item, Uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Bag of Holding
uncommon
DDHC-CM-05 Shemshime's Bedtime Rhyme
Show
Notes:
Bag of Holding
Wondrous item, uncommon
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.
Slippers of Spider Climbing
uncommon
Trade Log
Show
Notes:
Slippers of Spider Climbing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Radiance
uncommon
DDHC-CM-06 The Price of Beauty
Show
Notes:
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Serpent Scale Armor
uncommon
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
Lantern of Revealing
uncommon
DDHC-CM-07 The Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Boots of the Winterlands
uncommon
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Glaive of Vengeance
uncommon
DDHC-TftYP-Tomb of Horrors
Show
Notes:
Sword of Vengeance
Weapon (any sword), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Gloves of Thievery
uncommon
Trade Log
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.
Hat of Wizardry
common
SJ-DC-KEEP Kandlekeep Rekonstruktion
Show
Notes:
Hat of Wizardry
Wondrous Item, common (requires attunement by a wizard)
While you are wearing this item, 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.
Rogue's Mantle
common
Level 5 Reward
DDHC-CM-05 Shemshime's Bedtime Rhyme
Show
Notes:
Rogue's Mantle
Wondrous item, rare (requires attunement)
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn.
Saddle of the Cavalier
common
DDHC-CM-03 Book of the Raven
Show
Notes:
Saddle of the Cavalier
Wondrous item, uncommon
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
Iron Bands of Bilarro
common
DDHC-CM-11 Zikran's Zephyrean Tome
Show
Notes:
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Name | Rarity ▼ | Location | Table | Result | Source | |
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Chime of Opening | rare | DDHC-CM-07 The Book of Cylinders | Show | |||
Notes:
Chime of Opening This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless. |
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Flail +1 | uncommon | DDHC-TftYP-Tomb of Horrors | Show | |||
Notes:
Flail +1 You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. |
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Helm of Comprehending Languages | uncommon | DDHC-CM-02 Mazfroth's Mighty Digressions | Show | |||
Notes:
Helm of Comprehending Languages While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. |
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Ring of Jumping | uncommon | Ring, uncommon (requires attunement) | DDHC-CM-03 Book of the Raven | Show | ||
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Ring of Swimming | uncommon | DDHC-CM-04 A Deep and Creeping Darkness | Show | |||
Notes:
Ring of Swimming You have a swimming speed of 40 feet while wearing this ring. |
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Goggles of Night | uncommon | DDHC-CM-04 A Deep and Creeping Darkness | Show | |||
Notes:
Goggles of Night While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet. |
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Bag of Holding | uncommon | DDHC-CM-05 Shemshime's Bedtime Rhyme | Show | |||
Notes:
Bag of Holding 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. |
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Slippers of Spider Climbing | uncommon | Trade Log | Show | |||
Notes:
Slippers of Spider Climbing While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. |
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Radiance | uncommon | DDHC-CM-06 The Price of Beauty | Show | |||
Notes:
Radiance Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Serpent Scale Armor | uncommon | DDHC-CM-07 The Book of Cylinders | Show | |||
Notes:
Serpent Scale Armor This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks. |
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Lantern of Revealing | uncommon | DDHC-CM-07 The Book of Cylinders | Show | |||
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Boots of the Winterlands | uncommon | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
Notes:
Boots of the Winterlands These furred boots are snug and feel warm. While wearing them, you gain the following benefits. Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection. Winter Strider. You ignore Difficult Terrain created by ice or snow. |
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Glaive of Vengeance | uncommon | DDHC-TftYP-Tomb of Horrors | Show | |||
Notes:
Sword of Vengeance You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. |
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Gloves of Thievery | uncommon | Trade Log | Show | |||
Notes:
Gloves of Thievery 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. |
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Hat of Wizardry | common | SJ-DC-KEEP Kandlekeep Rekonstruktion | Show | |||
Notes:
Hat of Wizardry While you are wearing this item, you gain the following
|
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Rogue's Mantle | common | Level 5 Reward | DDHC-CM-05 Shemshime's Bedtime Rhyme | Show | ||
Notes:
Rogue's Mantle This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits: Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision's range by 60 feet instead. Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. |
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Saddle of the Cavalier | common | DDHC-CM-03 Book of the Raven | Show | |||
Notes:
Saddle of the Cavalier While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. |
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Iron Bands of Bilarro | common | DDHC-CM-11 Zikran's Zephyrean Tome | Show | |||
Notes:
Iron Bands of Bilarro This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |