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.

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.

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.

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.

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.

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.

Serpent's Fang rare DDHC-CM-07 The Book of Cylinders Show
Notes:

Serpent's Fang
Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

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.

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.

Chime of Opening rare DDHC-CM-08 Sarah of Yellowcrest Manor 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.

Robe of Scintillating Colors very_rare DDHC-CM-08 Sarah of Yellowcrest Manor Show
Notes:

Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Ring of Shooting Stars very_rare DDHC-CM-09 Lore of Lurue Show
Notes:

Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)

While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.

The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.

Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.

Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.

Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.

As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.

| Spheres | Lightning Damage |
| -------- | -------- |
| 4 | 2d4 |
| 3 | 2d6 |
| 2 | 5d4 |
| 1 | 4d12 |

Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Ring of Telekinesis very_rare DDHC-CM-10 Candlekeep Deconstruction Show
Notes:

Ring of Telekinesis
Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

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.
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.