Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
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.
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.
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.
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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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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| 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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| 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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| 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. |
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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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